I don't even know how to respond to you now because you have displayed a level beyond stupid. Not only have you misapplied and misread basically my entire reply, you've somehow even managed to reiterate my several of my own points back at me with literally no addition to try and put them on your side.
So let's go through your fuckfest of absolute idiocy.
First of all, everybody and their goddamn mother knows what a power budget is. It's not only self-explanatory, it's key to understanding gameplay balance. That being said, most of these champions are not balanced around having a knock-up or otherwise, they are built around it in that generally a knock-up is core to a combo of sorts. This being said, these kinds of things are also increased by a small bit to make them actually mean something outside of "Urgot charges to flip enemies into more shotgun blasts" or "Malphite has ult to let him be able to Q/E/WAA opponents in one go". They're made to be their own abilities as well so it's not just a one dimensional ability that is only meant to lead into other abilities. To be balanced around a mechanic or aspect, that mechanic or aspect must take up a large core of their identity. For instance, Ez is balanced around his Q lowering his cooldowns on hit. Fizz is (now) built around picking an enemy out from range to force an isolation before hopping on them. The knock-up is literally meant to allow Fizz an amount of time to then deal out a full combo of damage before any response can be made, but it is also long enough that there is actually a fair amount of excess time. A full second with a 1.5 unreduceable slow is more than enough time to get off a full combo, similar to how Rhaast doesn't actually need a full second of knock-up on his W to finish off his Q. The existence of this length is literally so enemies are unable to fight back during this combo, interrupt it or otherwise. Generally speaking on these champions, the excess amount of time spent in the knock-up is literally meant to allow for error - being unable to close the gap quick enough or respond fast enough to this hard CC is a problem sometimes, so for instance for Rhaast the 700 unit knock-up comes with this time limit to allow him to take a couple steps forward before Q'ing. This makes champions consistent, but that isn't always a good thing when we're talking about counterplay.
Counterplay means you are able to respond to a champion's advance on you in a meaningful manner besides "you must avoid or die". This is what has made Syndra a topic of pissantry since getting hit by her E's stun usually meant she was going to follow up with a combo of death immediately after, and this is one of the more difficult skillshots to land in the game while also being a stun which is reduceable by tenacity. Sorry, I guess that must have been entirely fair, then, right? Since she could basically smack you once if you weren't #gud enough to avoid a skillshot from over 1200 units away and send you to a gray screen. My bad, guess that was balance and great counterplay. Shoulda positioned better, amirite?
"But that's 1200 units away". But Syndra's also at 1200 units from there then isn't she? She'd still have to make it up to you in time, and if you're any closer than that then you clearly weren't positioning good enough. Also, if you're within 780 units of Jarvan then you weren't positioning good enough then, either. Sorry, what was your point? It was so absurdly stupid I can't recall. That the ability to position is the milestone for balance?
But let's instead go to incredibly stupid point number 3 which is that divers can't engage from every possible position because they don't have the mobility of an assassin.
You're right, Jarvan IV, Rhaast, Rakan, Vi, Diana, Zac, Xin Zhao, basically all divers do not have the ability to engage from any possible angle using their dashes that go over walls and through units. They simply do not have that ability. You're totally right. I definitely have not seen 90% of Jarvans engage with a knock-up from over a wall into a full damage combo. Vi definitely can't literally press a button on someone and charge directly through the enemy from any possible angle she wants to flank from. These units definitely don't have dashes that tend to go outside of auto-attack range which would mean being within autoing range of them would render you technically "mispositioned". You are 100% correct. Absolutely. Did you even read your statement before posting it? I don't think you did. Legitimately, I don't think you even glanced at it. In fact i know you didn't because that is not an intelligent or knowledgeable statement. It is in fact asininely stupid.
Now for "you are not forbidden to engage on them if you misstep" was something I actually said for Diana and Panth - they are "once in can't leave" champs, as all their abilities require them to go to enemy units. You reiterated something I said - good job. I even stated that this was a balancing point for their assassination prowess and burst damage. Bravo. I also said that this was technically their shtick that they are risk-reward champions that are punishable very easily from a misstep. You have reiterated exactly what I said.
In fact, you even managed to reiterate exactly what I said on Malphite, that if you lock him down you can kill him afterward. This is true. This is very true and I said it, that if you lock Malphite down to utter oblivion then yeah, he's probably not escaping. You know who else this is true of?
Basically every other champion in the game. The counterplay being to lock-down an enemy and perma-CC them has not been, cannot be, and will never be a good measure of whether or not they are balanced or healthy as this argument was used for Zed, Fizz, Riven, Renekton, and basically every other bruiser/assassin in the goddamn game at one point and was still found to be a piss poor excuse for balance. What I said on Malphite having even less to do with this line of thought is that he is a tank and therefore will suffer considerably less while under CC - in fact, if tanks were the dominant class at the moment, this would probably still not stop him from getting away or killing someone as that is what champs like him did in season 5 when they got fed. No matter what, CC or no, a good Nautilus or Sion or Sej that was ahead would simply charge onward and beat the snot out of their enemies. That is why I said that this line of thought isn't even a valid argument against Malphite. Not only is it true for literally every champion to make a wrong move, but Malphite isn't even the most punishable champion in the roster for it.
But you know what, I've railed on those points enough and I guarantee you still probably won't get the picture, so I'll just finish up by doubling back to your Yasuo/Riven aside on their third Q counterplay, that being to pressure them when it's down. Number one, this doesn't work if they get ahead plain and simple, meaning not only do they start with one leg up on you as far as zoning/harass goes in their respective lanes but they also will continue to keep that leg up and gain more the longer you're unable to act on it. This is the reason Yasuo is hailed as the most oppressive anti-mage and Riven is an enormous lane bully - they start out being able to freely bully you and will only continue to do so unless you get the edge on them. This can be done through itemization (which firstly takes time, secondly can be counterbuilt, and thirdly is utterly fucked right now in that bramble vest fixes practically anything when rushed, so hard to say what's balanced or not) or through teamplay (IE ganks, baits, and traps). This still is not a great example of balancing so much so that Yasuo remains an issue to this very day (either he's complete garbage or he's the son of a bitch from hell) and will lead me to explaining what should be balanced around versus what shouldn't be balanced around.
So are you ready? Since you've failed to understand the core issue with knock-ups completely because I cannot fathom why, I'm going to spell it out: The problem with knock-ups is their consistency. Knock-ups are not necessarily hard to land, they ensure a fixed position, and are very easy to chain. While stuns, fears, silences, blinds, and all other CC can be similarly spoken on, stuns are counterable from itemization and otherwise while knock-ups are not. This will always make a knock-up preferable and stronger than a stun 100% of the time, and this removes the ability to fight back or free yourself once chained. While this makes dueling easier to balance out (I.E., when the CC duration is a fixed amount 100% of the time, you can always calculate a reasonable damage amount), teamfighting becomes a far greater issue as adding more knock-ups will always mean unmitigateable power and can lead to a lack of counterplay in excessive amounts. Considering champions can be blown up in the blink of an eye in this game, "excessive" isn't actually that high of an amount.
This is, in fact, the exact thing that has been causing the ADC issues - ADC's auto and do consistent damage over time, undodgeable except by abilities that completely cancel that, meaning ADC's will always do their damage. While crit is inconsistent, the ability to build 100% crit and get away with it has actually become an issue for balancing ADC's as well. The consistency with which they are strong after certain items results in little to no counterplay when they're fed. Consistency removes skill expression, which thereby removes an opponent's ability to counter through skill. This is the bloody issue with knock-ups right now, and once ADC's get trimmed down a bit to allow for other units to actually act, I can guarantee this issue - a very common one in season 5 - will come back to the forefront.
But hey, I really wouldn't expect you to understand at this point. You've already proven you haven't up until now and I've all but spelled it out for you.