My proposed list of changes of mons (Part II):
Togekiss: +Dazzling Gleam, +Fire Blast
This gives Togekiss significantly more offensive options and presence, especially on sets without Thunder Wave.
Jumpluff: +Memento
Moar Memento users pls, plus Pluff's Speed makes it a decent user of it and pairs very well with Sleep Powder to force switches.
Yanmega: +Hidden Power Ground
Offers useful coverage against Steels.
Mismagius: +Mystical Fire
Probably an unnecessary suggestion, but it's not unhelpful coverage for Mismagius (akin to Thunderbolt) and is a decent way to showcase Mystical Fire's buff. The SpA drop can combo nicely with Will-O-Wisp for disruption as well.
Dunsparce: -Rock Slide, +Drill Run(?)
Not exactly sure what Rock Slide does for Dunsparce compared to its other moves which serve a distinct and important purpose. If you're insistent on including Rock Slide to showcase Dunsparce's flinching factor, then u might as well incorporate the other flinching moves it gets while you're at it, like Zen Headbutt and Dragon Rush. If you intend to make Dunsparce a bit more well-rounded as opposed to sticking to its flinching role, then Drill Run gives Dunsparce a better matchup against Rocks and Steels at least.
Granbull: -Crunch, +Fire Punch
Fairy + Ground coverage is great enough on its own, so Crunch seems really out of place in terms of what it can hit. Fire Punch can at least hit the remainder of Pokemon that can shrug off that coverage, like Skarm and Forretress, while still hitting Bronzong.
Qwilfish: +Poison Jab
Like Tentacruel, the Random sets' EV spreads mean that the moveset doesn't always cater to its stat distribution, and Randoms Qwilfish has just enough offensive kick that it just feels like a waste that it doesn't have access to its secondary STAB, which would allow it to offensively check Grasses and Fairies and the like.
Magcargo: +Yawn, +Memento
Randoms Magcargo is really underwhelming in general and it won't see too much improvement from move suggestions, but it's better than leaving it in its current state without 2 of the best momentum-grabbing moves in Randoms, right?
Corsola: +Head Smash, +Liquidation, +Earthquake
Say what you will about this, but there's no denying that Corsola technically has the means to finally pull off the physical set it wanted ever since it received Hustle. Moreover, with Hustle and Random's level scaling, this set can hit much harder than expected, and can be an unpleasant surprise for opponents who greatly look down on Corsola (which is the majority of them).
Octillery: -Rock Blast
Considering Octillery is historically known for having high powered attacks, Rock Blast just seems really out of place on a set like this, and usually just serves to get in the way of Octillery's best coverage moves in most situations.
Smeargle: +Nuzzle
This prevents Smeargle from being utter Taunt and Magic Bounce fodder, as well as giving it a way to threaten foes after they sacced a mon to Spore.
Sceptile: +Swords Dance, +Leaf Blade, +Earthquake, +Acrobatics, +Substitute
Mega Sceptile: -Substitute, +Leaf Storm
Not gonna lie; not too sure what's going on with Sceptile & MSceptile's movesets here. Why does Sceptile not have an SD set while MScept does? Why does Sceptile lack Sub when it has more obvious reasons to do so (Overgrow Giga Drain, pinch berry) compared to Mega Sceptile? Why does MSceptile not have Leaf Storm while Sceptile does?
Beautifly: +Hidden Power Ground
Not liking the fact that Beautifly has no way to hit Steels, especially when it doesn't have Tinted Lens; dunno why HP Rock took precedence over this.
Shiftry: +Explosion
Shiftry can make decent use of this, either as a surprise or used after +2 Atk to utterly brutalize something, and is helped by the fact that few Ghost- or Rock-types ever dare switch into Shiftry.
Swellow: +Boomburst, +Heat Wave, +Hurricane, +Hidden Power Grass
With its Special Attack buff, it goes without saying that Swellow demands a special Scrappy set this time around.
Ninjask: +Leech Life, -X-Scissor
X-Scissor is outclassed, and health gain is especially notable on a mon that spams Sub all the damn time. Btw, I'm not gonna suggest the same for Shedinja, since Leech Life can actually backfire on it in the presence of a Liquid Ooze mon.
Probopass: +Earth Power
Considering Probo occasionally gets Magnet Pull, it would want at least a way of hurting some of the Steels it traps. It also offers decent neutral coverage alongside its STABs in general.
Mega Sableye: +Knock Off, +Foul Play
It would probably be remiss to suggest to less experienced players that MSab has to play like a CM wincon all the time, as those two moves allow MSab to adopt a hit-and-run style and stick around for the match much more effectively.
Manectric-Mega: +Flamethrower
Seems odd that MMane would lack this additional option when Manectric has it.
Swalot: +Gunk Shot
Don't see why Swalot can't have this as an STAB option alongside Sludge Bomb, especially since this is Swalot's strongest neutral attack.
Flygon: +Defog
Considering its access to Roost as well as being one of the most hazard-resilient Pokemon in the game, I don't see Defog being a bad option on this, especially when you consider the quality of hazard removers Randoms tends to offer (fuking Lumineon and Armaldo >.<).
Crawdaunt: -Dragon Dance
Dragon Dance is like actually so bad on this due to its bad Speed tier, and is largely outdone by SD Jet in nearly every way. Sure DD could be nice on Crawdaunt sets without Jet, but by removing DD, you have better odds of hitting Jet out of 5 moves as opposed to the previous 6.
Armaldo: -Rapid Spin, +Earthquake
Instead of saddling Armaldo with a move it makes such poor use of, how about improving its neutral matchups, like not losing to nearly every Steel-type for starters? As it stands, most Steel-types are SR setters, which make Armaldo even worse at its current job.
Froslass: +Will-O-Wisp
Froslass has access to Wisp now, which should diversify its Spiking roles and general disruptive capabilities.
Walrein: +Super Fang
Since its current set is focused on it being a whittler, Super Fang should only help improve its efficiency.
Mega Metagross: +ThunderPunch, +Bullet Punch
TPunch wouldn't be a bad idea to hit bulky Waters and Steel/Flyings, and MMeta's reasonably strong priority is noteworthy.
Mega Latias: -Draco Meteor(?), +Stored Power(?)
Not too keen on the idea of Draco MLatias when its moveset is tailored towards it staying in battle for a long period of time (Sub, CM). You could drive that point home by adding Stored Power.
Latios: +Memento
Mega Latios: +Dragon Pulse, -Memento(?)
MLatios definitely wants Dragon Pulse as an alternate STAB; getting stuck with CM + Draco can get awkward. Also don't know why Latios isn't using Memento when it has less opportunity cost than MLatios.
Primal Groudon: +Fire Punch, -Overheat, +Swords Dance
I would've thought PDon would've gotten Fire Punch as a reliable Fire STAB (considering it outdamages Earthquake), especially on Rock Polish sets. I've found Overheat to be very inconvenient on both the SR sets (prefer Lava Plume) and the Rock Polish sets (prefer Fire STAB that doesn't force it out). Also puzzling why PDon is lacking Swords Dance while Groudon gets it.
ascriptmaster, duly noted, edited Tentacruel & Yanma suggestions