Tanks have too much counterplay and are not favored by pretty much everything.
First off, I am talking about TANKS here. Not bruisers. So don't go saying "But Shyvanna, Voli, Renekton, etc. are already stong!"
Currently tanks are in a bad spot. They are at the bottom of the food chain. There are all the other champions that deal lots of damage, so what do tanks have to offer? Well they are SUPPOSED to soak up tons of damage while disrupting the enemy team. This isn't really the case. All the armor pen, Blade of the Ruined King, Last Whisper, etc. counter the tank till all their health and armor are completely useless. So now they receive the same damage as other champions, but deal very little in return. A tank will typically die 4 seconds later than a squishy champion. Well what about the CC and disruption side of things?
The reason tanky champs have to be tanky is to reach the damage dealers and keep them locked down till they're dead. They have to survive long enough to reach them, though. This isn't the case, and even if they could they STILL wouldn't be able to disrupt them. Why? Because mobility, fucking mobility every time. You ain't reaching jack shit if it's dashing over walls every 10 seconds. Also, the damage dealers have plenty of CC as well. Yasuo has a dash, a wall to block your CC, and a low cooldown knockup to keep you away. Another thing is that there isn't a single tank item with a movement speed stat (not including the passive of Raptor's Cloak and other actives.) All of them are in the upgrades to Zeal and Aether Wisp. So they can just run even if they don't have dashes.
Another thing is that almost every tank in the game is melee. They can be killed from a distance in 4 seconds by the ADC.
TL:DR Tanks suck ass.
So what to do to solve this? Well tanks need better and more itemizations, masteries, etc. Last Whisper and Blade of the Ruined King have pretty much zero counterplay EXCEPT percent damage reduction like Ninja Tabi's passive and Alistar's ult. Tabi's passive is down there with the mastery that reduces crits by 10% and will make you last one autoattack longer for the most part. What we need is special items that work only for tanks and gives like 30% reduction vs various damages. Nerfs/Removals to anti-tank items could work as well. Another good item would be something that gives a percent increase in max/bonus health or something like a Rabadons or Spirit of the Ancient Golem.
Masteries could use buffs on the defensive side as well. 3 points for 5 armor? That's pathetic, like 100 golds worth. Then there's the offensive mastery that gives 5% increased AD. So a 300 damage attack will deal 15, or 540 golds worth. This is ridiculous.
Let us also look at sustain. Tanks can regen heal passively as their sustain. Late game with a Warmog's and other items you can regen 30 health a second out of combat. With life steal/spell vamp you can heal 100-300 per autoattack and 100-200 per spell. I don't see the balance.
, if tanks got even stronger then champs like
would disappear