1) Jump-charging was class-breaking. Warriors, without a reliable charge, have no actual gap closer other than Heroic Leap, which is on a 45 second CD.
2) Monks have a spammable root that has a snare worked into it. Every class has a slow, but only three have teleports, monk being one of them. Monks have roll (2 charges, 20sec recharge), a flying serpent kick (25sec CD), and either an additional charge of roll with a reduced CD, a sprint, or a move speed increase. This is a better toolkit than both enhance shaman and ret paladin.
3) It's a 15 second CD. The other things you listed are double or more than the CD. Cyclone, as well, has a cast time.
4) Blinding Light is a disorient and breaks on any damage. Glyphed it has a cast time, then it becomes a 3 second stun. The cons for these is that they're spells and can be negated by AMS/Cloak of skill effects.
5) Because every class can have it happen. I never said RNG was a good thing, just that RNG is something that affects everyone. However making RNG out to be a thing that is only pertinent to your class, which is what was done, is silly. Any class that can have an ability be dodged and parried can potentially have a kill messed up by RNG. Think that execute is going to hit? Nope, chuck testa.