Refcount of 0 means object has been released but not destroyed yet. It'll happen sometime later, don't worry about these.
IntRef of >= 1 means object is bound (PSSetShader, etc), shouldn't worry about these either, they'll get destroyed once possible.
Though you have some objects with massive amount references:
Live ID3D11RasterizerState at 0x009E872C, Refcount: 2337
Live Object at 0x00BCC7BC, Refcount: 448.
Are you sure you don't have regular memory leaks leading to objects not being destroyed?
Do you destroy all ComPtr before releasing device?