Well, I'm glad that you're more willing to read the whole of a post than most people are, but I still can't see where you're coming from.
LeBlanc has a fairly high skill curve due to the changes to Mimic; elsewise, she is roughly the same as she has been, besides the Shatter Orb (which I think is odd that they'd replicate Ryze's Spell Flux+Overload effect, but that's for another place and another time) and Sigil of Malice functionality. The only guaranteed burst damage is if she hangs close to an enemy she hit with Ethereal Chains - everything else depends on if she can land at least one of her abilities, before or after one another. But, you'd have to think; Wouldn't players, knowing that LeBlanc's Distortion+Shatter Orb combo could potentially deal heavy damage to them, play safer, away from their minions, to avoid it?
Talon has more counterplay than you're giving him credit for, but less than you think I'm trying to say he has. His Noxian Diplomacy does have issues, but I'm certain Riot will fix them in due time. The main point, though, is that his Noxian Diplomacy has interactivity for the opponent: They can play in such a way that Talon has to forfeit some form of mobility in exchange for raw damage. This could lead to Talon either leaping to a target to secure his Blade's End burst and bleed, or burning Assassin's Path on an otherwise negotiable exit point, or even burning a Flash just to reach his target for the bonus damage.
I also have a feeling that you're playing up his Assassin's Path to be "oh my god so OP", when in reality, it has its pros and cons. Yes, Talon can outmaneuver just about anyone. Yes, Talon has a lot more safety than people should want on him. No, it's not broken, it's just that nobody knows how to work around it yet. Hell, I'd bet there's people who've gotten really used to him after the update but still have yet to master the more subtle finesses of Assassin's Path, like how you can use it to sidle along terrain rather than jump over it for a speed boost.
As for Rengar: he unequivocally has the most balance issues out of the four major updates. I can't dispute that; the short cooldown and high damage of his new Savagery is inane, and his Bonetooth Necklace is now an example of "feast or feast", since Riot is largely against "feast or famine". They've got plenty of work to do on Rengar, but they are still going in the right direction. All of that damage that he has, from hard AD builds and a 4/5 Bonetooth Necklace, it's funneled into one target with his Thrill of the Hunt. Sure, it often plays out a lot more violently and a lot less single-targeted than Riot intended, but it's still a good direction to take, and it's been, what, two patches now? They likely have nearly enough information to start balancing him out and putting him to order.
Oh, but I aught not to forget; Because Rengar is a Jungler and gets the majority of his obscene damage through efficiently ganking all members of the enemy team, players against Rengar should effort themselves to be much, much more aware of the enemy Jungler. If you're not taking extra measures to protect yourself from Rengar, it's your own fault that he's cutting you down so easily.
Needless to say, I have great difficulty seeing your side.