Alrighty, time for my say of what I feel about my take of the suspect discussion. (Warning: Long read, so if you don't have the patience, feel free to skip my post)
#1. Amoonguss: Lets face it. The metagame has underwent drastic changes, and with the improvement of Amoonguss and other threats on the way, it's the most we could espect. With Regenerator, everyone forsees how more difficult it has become for the job of removing it, so that certain Physical threats can potentially create a path to break through the opponent's team. One of the more frustrating paths that one may undergo if cards are not played correctly, is that even if it doesn't manage to KO something, it can easily incapacitate a certain Pokemon with the use of Spore. If one is in a situation where that can't be prevented, the best way of overcoming this is foddering the least important member of the team. This is why many good standard NU teams are expected to have answers of this Pokemon, offensively or defensively. I do believe that in top level play, Amoonguss still has some competition of Tangela, who sports much better Physical bulk, and access to Leach Seed, which is am amazing way to deal with switch-ins that may attempt to spell doom for Amoonguss with the help of Substitute, such as Haunter, Gardevoir, Klang, Driftblim, and many others. Many of which are common and useful within their own rights. Unlike Tangela, however, Amoonguss has also incapacated one of the key weapons of passive damage, which falls under the use of Toxic Spikes, meaning that stall teams are rather less effective than before, and with the addition of Regenerator, many could argue that it would become the worst nightmare for teams that focus on stall. All of this would easily explain why the metagame is shift down on the focus of dealing with Amoonguss. Amoonguss, like any other, is now without his flaws. As stated previously, many teams are expected to have answers of it, and such a way, one may find it relatively easily to apply a lot of pressure towards it, as offensive teams have a variety of ways of wearing it down with sheer power or just being setup bait from the mentioned Substitute users. This, and sporting the fact that Amoonguss is more often than not forced out in situations like this, meaning that it will be forced to essentially give the opponent free turns for the opponent to potentially obilerate Amoonguss's team. As for it's moveset, it would be quite a blessing if it got Leech Seed, like Tangela, but aside, it still carries a lot of what's important, defensively. As I'd like to point out, while some people typically see Clear Smog as a godsend on Amoonguss, I disagree, and as move as people may know why, I dislike the move for Amoonguss. Not only would I particularly understand why people would sacriface the 4th move for something as abysmal as such, he has much better options, as Clear Smog will not help Amoonguss against his biggest weakness, Substitute. Aside from that, in conclusion, I do believe that it's a very centralizing threat that any team should structure answers for. Considering that it is completely possible without killing much (or any) form of synergy, I do not agree that Amoonguss should receive the ban.
#2. Alomomola: Alomomola, with Amoonguss, have heavily defined the essence of defensive team synergy as a way to keep virtually every hard hitting Physical attack at bay. While it is effective at its job, they both function with essentially the same problems, such as not hitting hard enough to avoid being setup bait. Given that reasoning, Alomomola falls under the same category as Amoonguss, just with a different typing and a definitely buffed usage of Wish, giving the Regenerator core a variety of opportunities to support their teamates. While nearly all Physical attackers struggle to break through the Regenerator core without a boost within Swords Dance or such, there are still many effective ways to defeating them. Most reasonably strong Special attackers with a Super Effective move under their belt is one of the easiest ways to go, and lots of threats that carry a strong impact with the usage of Substitute will work in their ways as well. Aside from such, they perform virtually the same job, with provided synergy, and as such, many standard teams can effectively play around them with proper plays and threats. With that being said, Alomomola, like Amoonguss, does not quite deserve a banning.
#3. Cincinno: Ah, Cincinno. When its ability was introduced, it was very likely one of the most overated threats in the metagame. After high level players discovered that they aren't looking at a Pokemon that is as threatening as originally though, they tend to discover it to being rather underwhelming. Despite this, Cincinno, while a mild censation of centralization, is one of those Pokemon whose effectiveness determines the skill level of the player, as it takes a reasonable amount of support for it to actually be effective. With Skill Link, everything gets a very attractive Base Power of 125, meaning that it can be quite difficult to consistently switch in and tank whatever it may be doing. This is why a good Cincinno player and the opponent, requires a supplemental amount of prediction to determine which will come out more favorable. While it does have the power to 2HKO a large number of threats, it is seldom of hope of its survivability, meaning that it will have trouble lasting throughout the match, due to the widespread of entry hazards, which happens to showcase a much more common database, thanks to Golurk being the surpreme spinblocker it is, and Life Orb, which is would generally prefer for consistent power and the ability to switch moves so it won't be as much as a setup fodder as the Choice Items. This creates a detriment, as one of the defining parts of the match that it would like to present itself of is late game, and as so, many offensive teams are expected to have a multitude of ways of revenge killing it effectively, all of which comes in conclusion that I don't feel that Cincinno should receive a ban.
#4. Zangoose: Unfortuately, I have yet to expose myself to Zangoose as of date, but throughout spectations and discussions, I have witnessed enough to determine its power. Many can argue that it's harder to deal with than Cincinno, because theoretically, his counters are much few and far between than Cincinno's. His speed, while considerably lower than Cincinno's, can be a problem when the time matters (such as facing against most Haunter, arguable one of, if not, the biggest answer to it). However, Speed issues can be somewhat managed with his main priority, being Quick Attack. For the most part, Zangoose's attributes and flaws, as stated for the most part of the discussion, fall in the same boat as Cincinno's. They both are very difficult to tank and switch into, but because of their fraility and a rather short spanned playstyle, they are by no means unbeatable. Likewise for Cincinno, Offensive teams generally have many ways of revenge killing with some sort of priority attack themselves, and also likely being able to tank a hit and strike back to a quite unwanted hit, usually bringing it down to its "last legs" or just simply taking it down as it is. Like Cincinno, Swellow, Samurott, and many others, it is a very ideal concept to keep check intact of the battle to avoid getting swept, which can be safely said for just about any decently Balanced or Offensive team under the hands of a skilled player, which is why I agree that it doesn't quite deserve a banning.
#5. Golurk: Golurk's drop from its original tier (RU) meant a lot to what has affected the metagame. Now that Cryogonal has moved up and away from the tier, the tier lacks response of Rapid Spinners being able to deal with Golurk effectively, which makes Rapid Spinning a much harder task to complete, causing Spike-stacking teams to create a godsend impact within the consistent damage of hazards, not to much of which that all added to its extreme hype when it entered the tier. Not only of which poses a problem, but its natural sheer power with the help of Choice Band makes prediction skills a must in order to manage around it effectively, especially considering that it has the offensive movepool to hit just about anything in the tier for neutral damage, and the widespread of entry hazards. With centralization such of which, it's easy to say that Golurk is a fantastic Pokemon in NU. However, as much as it kills to sound like a broken record, Golurk isn't without flaws. First off, its most common set is Choice Band, and not only locking yourself to a move can kill momentum for you, Golurk's movepool can be taken advantage of rather easily, as locking into EQ gives Flying and Levitating foes a free turn, Shadow Punch giving Normals and Steels, Drain Punch giving Poisons and Ghosts, and filler is usually exploited as well. Because of this, using it effectively is heavily depending on the players skill level, mainly prediction-wise. Another common let down for Golurk is its quite abysmal Speed, meaning that virtually everything with some power with a Super Effective attack can usually hit it very hard, drastically decreasing longevity. Offensive teams should much more often than not easily be able to exploit this as well. Noneoftheless, Golurk has everything it needs to remain as one of the best Pokemon in the tier, however, I don't think it should leave the tier, as stated for the rest.
There are a bit more Pokemon I can see in the suspect thread, such as Emboar, Braviary, Ninjask, and maybe Swoobat, though they are probably not convinced to the point were most would agree with me, so, tata!