Going back to the other topic of the day, randomness, I am going to put forth the following postulates as bastions of Eternal Truth, forged in fires of Shoddy and tempered with the sweat of Showdown:
1) Pokemon, as a game, is fundamentally built on random elements.
1a) One of the primary skills required when playing competitive Pokemon is managing that randomness.
1b) It is not possible to ban out the randomness in general, though specific instances can be banned.
2) We play Pokemon for fun, and as a community, have decided that competitive gameplay is fun.
2a) Competitive means both that varied styles of play are viable, and that skill matters.
2b) An element is uncompetitive when it denies the opportunity for skill, or requires otherwise nonviable counterplay.
3) As much as possible, we seek to replicate the game as could be played on the cartridge.
3a) Sleep Clause violates this, but it is an old and grumpy beast, and is grandfathered in anyway.
3b) This is not an excuse to create new violations.
4) Bans should both minimize collateral damage and be easily understood.
4a) These two goals are equally important, and neither should wholly dominate the other.
4b) If describing a a ban involves the word "If" then it is complex and shall be shunned.
===
Given all that, a random element is deserving of a ban, purely on the basis of being random (so not due to actual gameplay problems, like evasion), if it either denies team styles or denies skill. The shining example of a ban for pure uncompetitive RNG was Moody Clause: you'd throw up a mon, stall as many turns as possible to hopefully obtain evasion boosts, and then use the accumulated boosts to sweep. There existed counterplay - phasing, moves that don't check accuracy, PP stalling with an unaware mon - but these methods were nonviable, and so Moody was axed.
Static, Flame Body, Effect Spore, etc. do not outright deny skill, even as they add additional randomness, and counterplay is plentiful: non-contact moves, Protective Pads, status immunity, already being statused (Guts, Poison Heal, Rest Talk, etc.). As such, even though they are purely random, they do not qualify as uncompetitive.
Scald is much closer to being uncompetitive, as the counterplay is smaller: immunity to burn exists only through rare abilities or being a Fire type, who are hit super effectively by the move. It's less damaging to special attackers, but still deals consistent chip, whereas most special attackers simply do not care about the 30% status chance abilities, as few special attacks make contact.
Quick Claw has very limited specific counterplay: priority and Knock Off is about it. However, counterplay isn't really required - Quick Claw simply isn't strong enough to force the opponent's actions. They will accumulate small advantages on most turns by virtue of actually having functional items, and occasionally receive setbacks when Quick Claw procs on an important turn - unless it allows a KO before being attacked or an attack before a status condition/debuff/opposing