Rotation is more intimately related to notions of area and planes than it is related to length or lines. Consider Kepler's second law, which says that the line between a planet in orbit and the focus of the orbit sweeps out area at a constant rate. If you calculate the rate of sweeping out of area, you find that it is proportional to the magnitude of the angular momentum. So we should interpret the angular momentum as a rate of area-sweeping (in general, it needs to be weighted by mass). As this is a geometric area we should be biased against using a vector for it, as vectors are geometrically lines.
Further, note that rotational motion naturally takes place in a plane, specifically the plane spanned by the velocity and the position. In the planet example, this plane, in which the planet and star lie, is also conserved. The orientation of that plane in space is in fact the other part of the conserved quantity of angular momentum, in addition to the magnitude from above. Again, a vector is a line-like thing, not a plane-like thing, so it's a bad choice for representing the orientation of angular momentum. (In 3D, note that the vector representation of angular momentum chooses a vector perpendicular to the relevant plane; i.e. the vector is exactly in the direction the rotation isn't.)
There's also a problem with choosing the direction of a vector from a plane orientation. In 3D, you have to arbitrarily choose either the left-hand or right-hand rule. But intuitively physics (or at least classical physics) doesn't differentiate your hands, so why should our representation of physics in mathematics need this asymmetry? In 2D, there is no vector perpendicular to "the" plane. And in 4 and higher dimensions, there doesn't even exist a viable left-/right-hand rule. But in all of these settings, the idea of rotation still makes sense. If you just give up your insistence on treating angular momentum as a "line-like" vector, and treat it as a new "plane-like" object, perhaps all of these problems go away? (NB: as we live in a 3+1 dimensional universe, worrying about 4D rotations is a practical concern!)
So we come to the question of how to represent the combination of a plane orientation and a magnitude as an object we will call a bivector (in the same way a vector is the combination of a line orientation and magnitude). If two orthonormal vectors $\mathbf{\hat u},\mathbf{\hat v}$ span a plane, let's say $\mathbf{\hat u}\wedge\mathbf{\hat v}$ is the bivector representing that plane, where the wedge $\wedge$ is a new symbol we've just made up. We want the order to matter, as rotating from $\mathbf{\hat u}$ into $\mathbf{\hat v}$ is exactly the opposite of rotating from $\mathbf{\hat v}$ into $\mathbf{\hat u},$ so let's establish $\mathbf{\hat u}\wedge\mathbf{\hat v}=-\mathbf{\hat v}\wedge\mathbf{\hat u},$ and let's decide $\mathbf{\hat u}\wedge\mathbf{\hat v}$ is oriented in the same sense as the rotation from $\mathbf{\hat u}$ into $\mathbf{\hat v}$ (the short way). This also gives $\mathbf{\hat u}\wedge\mathbf{\hat u}=0,$ which reproduces the geometric statement that parallel vectors do not have any plane "between" them. Finally, let's make $\wedge$ bilinear. Given a basis for our ordinary vector space, this means the wedge of any two vectors can be decomposed into a sum of wedges between the basis vectors, with some coefficients. I.e. the wedges between the basis vectors create the basis bivectors. In 2D the basis vectors $\mathbf{\hat e}_1,\mathbf{\hat e}_2$ produce one basis bivector $\mathbf{\hat e}_1\wedge\mathbf{\hat e}_2.$ In 3D, the one new basis vector $\mathbf{\hat e}_3$ produces two new basis bivectors $\mathbf{\hat e}_1\wedge\mathbf{\hat e}_3,\mathbf{\hat e}_2\wedge\mathbf{\hat e}_3.$ In 4D we get 3 more bivectors, etc. Your cited formula for angular momentum corresponds to $\mathbf L=m\mathbf r\wedge\mathbf v:$ (twice) the rate of area ($\wedge$) swept ($\mathbf v$) by the line between an object and a point ($\mathbf r$), weighted by mass ($m$).
Finally, the conversion of $\mathbf L$ into an antisymmetric tensor comes from wanting to calculate its components (coefficients on the basis bivectors) in the same way we split vectors into components. Each basis bivector was made by wedging two of the basis vectors, so if we label each basis vector with one index, the basis bivectors should have two indices: $\mathbf{\hat e}_{ij}=\mathbf{\hat e}_i\wedge\mathbf{\hat e}_j.$ Similarly, each of the angular momentum bivector's components is identified by which basis bivector it is taken along, so the components are labelled with two indices as $L^{ij}$ and constitute $\mathbf L$ by $$\mathbf L=\sum_{\text{$\mathbf{\hat e}_{ij}$ in the basis}}L^{ij}\mathbf{\hat e}_{ij}=\frac12\sum_{i,j}L^{ij}\mathbf{\hat e}_{ij}.$$
There are multiple ways to take the sum on the left. I.e. if we choose to put $L^{ij}\mathbf{\hat e}_{ij}$ in the sum, we must not include $L^{ji}\mathbf{\hat e}_{ji}$ since $\mathbf{\hat e}_{ij},\mathbf{\hat e}_{ji}$ cannot be in a basis together, or we could choose the other way, but either choice should give the same result. But $\mathbf{\hat e}_{ij}=-\mathbf{\hat e}_{ji},$ so $L^{ij}=-L^{ji},$ meaning $L^{ij}$ comes out as an antisymmetric tensor.
So $L^{ij}$ is an antisymmetric tensor because it is the component representation of a bivector $\mathbf L,$ and the basis bivectors themselves have a certain antisymmetry. The existence and properties of bivectors and the identification of angular momentum as such an object are justified geometrically. In 3D, you can mistakenly identify bivectors with vectors because there happen to be the same number of basis bivectors as vectors. In other dimensionalities this will not happen, and you'll have to do it right.