Are we ever going to have a chat about post-rework Rengar?

It's still just so bad- I don't mean this entirely balance wise. All things considered, as a whole Rengar is strong right now. But he's strong in a problematic way. If you think Rengar's worth defending just because "he sees competitive play", I won't bother responding to you unless it's to make an example.
Skarner had a follow up, Cassiopeia is being doted on to no end, and yet it's still completely silent on the Rengar front. Scruffy abandoned ship when it was clear the rework was a flop in the eyes of Rengar players and all we've gotten since then is bug fixes, bug introductions and nerfs.
Things that are problematic about new Rengar's design:
-Has a 6 second CC combo (3.5 second snare followed by a hefty 2.5 second slow) in the form of triple E from ult (only enabled by his ult generating ferocity after leaping). Triple Q still remains in the game, so why on Earth are we allowing Triple E to exist if the change never fixed Triple Q? Triple E is almost unavoidable once Rengar leaps on you from his ult, and if he hits you with one chances are he'll hit you with the other two as well.
-His power crutches so hard on the numbers from his trinket that Rengar is forced into an aggressively dominant role- that is to say if he falls behind he is royally screwed, much more so than other similar characters. Still giving Rengar the option for standard trinkets is a huge noob trap (feel's like a shitty situation where both choices are just kind of the wrong decision but there's no other alternative).
-Bonetooth Necklace's trinket function only upgrading based on kills is just eugh. Being able to reach level 18 and only having a level 1 trinket is just silly and punishes a Rengar who's behind even more.
-He's still a bruiser-assassin who does both while ahead but neither when behind. (Hint: Making him into an assassin without the bruiser bits will both please original Rengar players and put him in a much easier spot to balance state given his current kit).
-He's locked into jungling as his new playstyle makes laning even more "all or nothing" than it was previously.
-He has little variety in his play patterns. Old Rengar could splitpush effectively, look for skirmishes and teamfight well. New Rengar only really excels in skirmishes unless he's ahead (which is really shitty if you're behind once again).
-His ultimate's warning is either useless or too effective, often neutering his ganking potential against some champions during the early game (Not many / no BTN stacks, possibly no boots and no real items) or almost pointless late game (when he has BTN stacks and lots of speed). I still think the best solution here is to add a Nocturne / Sion effect to it- a global warning and nothing else. Tell players what's up without giving it away.
And while we're here (assuming this gets any attention), CAN WE PLEASE FIX THE BUG WHERE DURING RENGAR'S ULT, HE LOSES VISION ON PEOPLE WHO WALK INTO BRUSHES FOR A FEW SECONDS? It can be completely crippling and I've lost many chances at winning games because of it.
