I went with #6 as that seemed to be a bit more balanced and not as CC oriented. Many of these spells seem like VERY heavy CC (not counting the "fun" ones like neutral creep). More CC is not necessarily an answer especially when everyone on your team can get it.
Having games turn into stun-lock fests is not the answer to more fun - i.e. warcraft PVP (as it was a few years ago anyway - not sure if it's gotten better or worse).
There is a balance to be made between CC and pure damage. Give enough ways to get out of CC and your damage dealers win the game. Give too much CC and your disablers win the game. There is no perfect balance, only steering the game toward what the developers want to see play out.