I'm not going to use pictures this time because apparently that causes people to disregard the content.
Baltoy can't really do much offensively and I already acknowledged that in this thread before people felt the need to tell me, like I didn't know. Meditite can only 2HKO Baltoy with Ice Punch or LO High Jump Kick, as it resists every single attack Meditite can think about carrying in the current metagame. What Baltoy is useful for is team support and/or disruption. It has access to Trick to cripple switch-ins that come in as Meditite flees. It also has access to dual screens (Reflect pretty much neutralizes Pure Power), Stealth Rock, and Rapid Spin.
Trick cripples setup sweepers such as Misdreavus and Scraggy that think they can come in freely to set up for a sweep, giving them a Choice item as they switch in and before they can act. If they decide to switch out, this gives Baltoy yet another free turn to use a support move. If they decide to kill off Baltoy instead, the player using Baltoy gets potentially another a free turn, and a ton of momentum and can bring in a Pokemon that resists or is immune to the move that the enemy is now locked into. This is a win-win situation if setup sweepers attempt to take advantage of Baltoy's presence once it gets in against Meditite, regardless of Baltoy having to faint in the process. Memento, for example, causes the user to faint in the process, but is a hell of a move that really shifts momentum. Same thing with Healing Wish. That principle also applies here.
Baltoy doesn't last forever and will eventually end up dying without accomplishing much damage-wise, but Trick and its support moves can be game-changers. It would be ignorant to call this sacrificing a Pokemon when its job isn't to live forever. It has many things it can do to help its team and punish the opponent, with the turn it gets as non-Life Orb Meditite flees. Now, if the Meditite in question is in fact Life Orb Meditite and does in fact hit Baltoy with High Jump Kick on the switch-in, it is ruined. But it must have those things and also select the right move in order to do so. Please note that I am not over here just pushing the shit out of Baltoy (I much prefer Wynaut, Elgyem, and Exeggcute), but I have used it to good effect thanks to Meditite's existence, and it is a great team supporter if used properly.
Solosis (105 base Special Attack) is a new potential Meditite counter I tried after speaking with Dracoyoshi8 on IRC, and it actually counters Meditite if it doesn't have Life Orb. It does basically the same thing as Elgyem, but its advantage over Elgyem is that it gets Regenerator like Slowpoke and can still resist both of Meditite's STABs without being weak to Thunder Punch like Slowpoke is. The catch is that Solosis is significantly less bulky than Elgyem and is 2HKOed by any elemental punch Life Orb Meditite uses. Elgyem is much better but Solosis can work against the Eviolite set perfectly and punish switch-ins with Thunder Wave or HP Fighting, as Elgyem also does.
Let me also reiterate that Elgyem (as well as Solosis) has Recover, which grants it the same advantages here as Slowpoke without being weak to Thunder Punch. Elgyem is actually a more reliable counter to Meditite than Slowpoke in the current meta because Meditite cannot hit it super effectively. Slowpoke has Regenerator and Scald over Elgyem, but Elgyem has Analytic, which makes its STAB Psychic sting like hell against even neutral targets, without even requiring Special Attack investment. People only say Elgyem sucks because they haven't tried it; it's true that it would be less viable without Meditite's existence but it forms a reliable core with Trubbish whether it faces Meditite or not. I'll be reiterating that in this post as well.
Also, keep in mind that by running Life Orb, Meditite is OHKOed by everything that Eviolite allows it to survive, and that list is quite extensive. This might not be that big of an issue for Meditite if it weren't so slow, but its defensive limitations do hold significant weight here in exchange for what it gains offensively by using Life Orb, and it gives an opponent plenty of opportunities for free damage or setup as it keeps having to switch out because of this.
Lots of Pokemon in Little Cup are subject to being revenged after they knock something out, so I'm not seeing what would make that unhealthy only in this situation; that is a part of Pokemon. By Meditite knocking a Pokemon out, it actually becomes an enabler for two of Little Cup's most threatening setup sweepers to come in and shift momentum.
Misdreavus and Fletchling are two prominent threats in Little Cup that would be prominent threats even if Meditite did not exist, which means they would be found on a good number of teams either way and also means they do not solely exist for revenging Meditite and are not forced onto teams because of Meditite. With that in consideration, Meditite killing something gives one of them the chance to come in afterward and immediately apply a ton of pressure, and this is especially true with Meditite's Life Orb set because it is guaranteed to die to Missy's Shadow Ball or Fletchling's Gale Wings Acrobatics if it stays in. If it thinks about switching out here to be safe, that comes with letting Misdreavus get a free Nasty Plot boost or letting Fletchling get a free Swords Dance boost. Both of these Pokemon severely punish Meditite's existence in this manner and can quite possibly come back and score two or three KOs to Meditite's one as a result.
One might say "Well a smart player isn't going to kill something with Meditite while an opposing Missy or Fletch is alive and in good health so this won't happen for good players".
Well, anyone with an idealism like this that defines how Meditite should be played is already acknowledging the limitations and consequences I just pointed out.
"Don't kill anything with Meditite until Missy and Fletch are dead" translates to "Meditite is held back by common threats and requires help from teammates in order to be effective".