To the first question: yes, Tenacity needs to change in at least some manner. It's a stat that has become increasingly lacking in clarity, on top of being increasingly weak in an environment full of CC that ignores the stat, and therefore its core purpose, entirely. Tenacity was a stat created to give certain champions a measure of resilience against some crowd control, but over time some Rioters decided their champion was so special that they deserved to ignore this completely, or at least that Tenacity itself was unhealthy enough to not need to counter their CC. Because of this, we're now stuck at a crossroads: do we want a world in which Tenacity properly reduces crowd control, or has the mechanic become obsolete? I think there are a few options that can be taken at this point:
#Option 1: Tenacity now reduces all CC, no exceptions
This would be the most basic and direct solution. On the plus side, Tenacity would finally be consistent, and would therefore be a much more adequate response to teams loaded with crowd control. However, there are some risks here, because this would make some CC types less consistent relative to Tenacity in exchange. Already, champions who heavily rely on reducible CC, such as Fiddlesticks, Morgana and Rammus, have had major balancing issues in the past, because their CC needs to be inflated to deal with Tenacity users, but it also needs to be kept in control, otherwise it locks down people without the stat for far too long. As such, this might require a rebalancing of a lot of CC, and even then may make balance more brittle on certain champions.
#Option 2: Remove Tenacity, rebalance all CC
This is the flipside, and a solution I'd personally prefer a little more. Part of the problem with Tenacity is that its existence creates the expectation that a champion needs to build the anti-CC stat in order to deal with certain CC types, and that tends to be a pretty band-aidy solution that doesn't really make for flexible gameplay (you lose harder than you should to the mechanic until you start countering it too hard). Removing this expectation, and rebalancing all crowd control to be more manageable at all times, could therefore make CC feel fairer as a baseline. The one issue with this is that it doesn't solve on its own the problem of some champion needing CC resistance more than others: juggernauts especially are far too vulnerable to CC, and would remain so after this kind of change, on top of feeling like they have even fewer options. Because of this, it may be necessary to do a pass on champions to give them innate CC resistance where needed.
#Option 3: More Quicksilver items/unstoppability
A heavily underexplored mechanic in League is the ability to cleanse oneself of crowd control, or become immune to it. A few champions have it, but Riot's been super-cautious overall, even removing unstoppability from Ornn's W as a balancing measure. Enabling the option for more champions, especially those more durable and less mobile, to itemize for active CC resistance, rather than some passive stat, could be one way of letting them resist CC at crucial times, and so in a more skill-expressive manner. For example:
##Mercurial Mail:
- Build:
+
+ 700g = 3000g
- Stats:
- 35 magic resistance
- 400 health
- Unique active - Quicksilver: Removes all crowd control debuffs from your champion. 90-second cooldown.
- Unique passive - Reactive Armor: Reduces Quicksilver's cooldown by 1 second (or whichever amount is balanced) every time the wielder takes champion damage.
Numbers are obviously not balanced, but that could be the general idea of a QSS item for tanks and fighters.