I'd say standard Warlock has been addressed properly already, since Handlock cannot kill you with fatigue sooner than on turn 10-11. It's still inevitable, but it's now in line with the old combo decks in terms of speed.
Now they should do something about Mage, Shaman, Hunter, Rogue and DH.
True, but warlock quest terminates an entire (control) archetype from the game just by the way it's designed. Sure, in current meta warlock losses to some classes etc, but the point is in its quest design philosophy, which just takes a dump on one of the core game mechanics - fatigue. Well, not takes a dump but uses it to its own advantage.
This is not the whole picture though. Warlock's quest may be considered part of the problem, but not the problem itself. Unfortunately, It's not like you can remove it and then everything will be back to normal, because there are other quests with inevitability mechanics, like Mage, Shaman, Hunter or even Priest (it's very slow compared to others, but does the same).
There is also another thing, how should control decks lose their games then? Because it's obvious that they have to lose against something, right? But if not against combo decks, then what?
Paladin doesn't lose to Handlock, on the contrary, both Handbuff and Secret Paladin counter him quite hard, because he basically has no way to deal with beefed-up, divine shield minions and constant pressure (even Soul Rend is not enough).
Zoo Lock is no more (died after the previous patch), D6 Warlock is probably dead too (2 more mana for SoS is a huge deal), so Handlock is the only one left in standard, and all what quest does for him (most of the time) is: Deal 13 damage to yourself. Reward: Deal 6 damage with lifesteal to the opponent. I'd say it's far from problematic. Final reward is not a thing in like 90% games, because it's too slow in current meta (specific build is needed to speed it up, but there's none viable in standard).