Currently 6th place on the ladder under one of my alts and probably done laddering. Some perspectives:
My team: Banded Archeops, AV Sand Rush Excadrill, Special Critmence, Illusion Lanturn, Utility Heatnor, Physical MegaLuc
I dont' want to talk about my team in detail, I just want to point out the lack of Pure Power, Parental Bond, Shadow Tag, Imposter, etc. You don't need those to have success in the metagame. None of this stuff needs banning you can definitely work around.
PSA to people on the ladder: learn what Lanturn's ability is. Please. Every time I see a Greninja I lead with lanturn masked as heatnor, and 8 times out of 10 I score a KO or near KO with volt switch (Lucario or LO recoil finishes it off). This trick alone has made Greninja essentially a non-threat to the team (Mence and lanturn later in the match, as well as Lucario if buffed or gren is weakened also work).
Starmie has so many advantages,(including no ground weakness and better stats) over Lanturn it is honestly probably a better addition. I just find Volt Switch to be so useful that it is worth sacrificing near everything for it, especially with all the shadow taggers around. Either way, Heatnor/Torkoal (make sure no balloon) + Illusion Starmie/Lanturn is such a good combination. Predict wrong and the Heatnor is out and you'll get crippled or subbed on. Try to hit lanturn/starmie with a water type and eat a thunder bolt or volt switch...try to hit them with a rock type and eat a hydro pump or surf. Wonder guarders force so many switches and both water types have enough good coverage to take advantage. Other two moves are blizzard to nail common mence and garchomp switchins and thunderbolt/thunder/substitute.
Illusion + Wonder Guard would never be a metagame defining force, but it is a definitely something I feel more people should be aware of because it is silly how many people get caught off guard by it.