What if Torterra got Shell Smash?
With both Speed and Power on the same set, Torterra has the ability to break through most of the tier. Even normally, if you let RP Torterra set up, you'd need and extremely solid physical wall to stop it. On the other hand, if it is a SD variant, there are few walls in the tier that aren't 2HKO by Torterra, especially with some hazards up. Imagining both boosts along with White Herb removing the defense drops, and you have yourself a monster. Since it outspeeds Scarf Rotom-A and even Scarf base 91s by a point, you'd need a Scarf base 92+ to revenge kill it. That gives us a few options, and a few of the best are: Charizard, Raichu, Electabuzz, Zebstrika, and the Simis. They all can revenge kill Torterra after some hazard damage/prior damage, but that isn't exactly a reliable way to deal with it. Tanking its attacks is hard as well, since it can actually break through the Alomomoonguss core with some hazards.
These calcs are provided in a vacuum of course, but generally hazards will be up. Other natures, EV spreads, field situation, and general damage may skew the calcs after all. But Tangela and Weezing do work well as some of the best Torterra counters in the tier. Bulky Grass-types in general are a good option, though Tangela seems to do the job best due to its higher Special Attack and common usage of HP Ice. If SS Torterra became a reality, then I predict a massive rise in these two Pokes, and perhaps a rise in powerful Special Attackers that can remove them, like Charizard and Regice.
What if Rotom-S got Hurricane?
Besides the obvious flavor, Hurricane will finally give Rotom-S an attack that can match its brethren. An attack that can practically OHKO all the Fighting types of the tier after Rocks is not one to sneeze at. Combined with the already decent coverage that Electric and Flying bring,and only opposing Electric and Rock/Ground types can really wall it. It even 2HKOs Golurk, on of the better offensive checks to Rotom-S. Still, most of its original counters still stop it, bar super-effective Hidden Powers. The standard Scarf set will still rely on Trick to cripple opposing special walls, while the Rain support set simply gains a more powerful and accurate STAB move to abuse. The SubSplit set doesn't really change much either. However, a Choice Specs set with a lot of hazard support is much more viable, though locking yourself into Hurricane may not be wise. I'll post some calcs for the Scarf and Specs sets just to note the power difference.
Looking at these calcs, I think Hurricane is a bit overhyped due to players' wish to have a stronger STAB move.
Finally, I'll ask a question of my own: What if Gigalith and/or Marowak received Sand Rush as their Dream World Ability?
The reason I asked this is because Sand is a pretty terrible weather in NU. With so many viable setters and abusers, Rain and Sun teams are the dominant weathers in a metagame where weather is still pretty rare. If a viable Sand abuser or two arrives in the tier, would it bring Sand into the limelight? Both of these abusers are still slower than other weather sweepers like Exeggutor and Ludicolo, so would it be worth the effort either?