The only time I feel like the game is unbalanced is when a champ that is given free tank stats builds full damage and one shots me with out me being able to one shot them back.
rather then just having high base damage high sustain and super tanky.
Most tanks and fighters don't start out being super tanky. Juggernauts especially.
Base-stat wise many only have ~10% more HP/armor than a typical squishy.
In most cases, "super tanky" is something that's only achieved through itemization.
even beats
in the base HP/armor war.
The main champions that start with great tankyness are either tanky supports like Alistar, Braum, and Leona or light-fighters/assassins/melee-carry deals like Jax, Fizz, Master Yi, Fiora, Pantheon, Nocturne, and other such champions that have a 100% damage block mechanic.
Which is kind of awkward to complain about when you have a Fizz avatar, just saying.
Also: in regards to tanks doing tons of damage, main pattern I've found in LoL is that the difference between juggernauts, fighters, assassins, marksman, and mages has much more to do with how they survive long enough to kill things over how efficiently they can kill things.
With most non-support rolls, everyone has pretty equal kill potential.
They just rely on defense, defense and speed, speed, speed and range, range, or range and defense to survive long enough to kill things.