I actually think rapid spin is a fundamentally bad answer to hazards, and thus its wider distribution is not the answer.
This is based on 2 basic principles of move functions:
(1) You have to be able to hit your opponent with it.
(2) It takes a turn to use.
The secondary point is the one of greater significance. Even if Rapid Spin operated like say, Reflect or Safeguard (honestly, what does missing my opponent have to do with blowing away spikes on the ground?), the fact is that it is still inherently inferior to entry hazards. This is mostly due to SR, and I'll explain why.
-Say first turn, I use Azelf to set up SR.
-5 switches later, you manage to rapid spin it away.
Result:
Me: I lost 1 turn.
You: You lost 1 turn and took 5 hits of SR damage.
Even though we both used 1 turn, you got hit with SR for all those turns, while I lost nothing except that 1 turn. You are taking a turn to fix something your opponent did in 1 turn, but you are not breaking even-- you're losing!
Paying to fix things when you don't break even is just bad investment!
Would you keep recovering if your opponent was smaking you for 60% every turn? HELL NO. That is essentially what you are doing when you rapid spin away SR.
Essentially, Rapid Spin only makes sense in the context of fighting against multiple layers of hazards-- but lets face it, most games you let your opponent get 2-3 layers of spikes up with SR, are games you are not likely to win just because you somehow manage to rapid spin. Essentially, even having rapid spin on the team is generally a bad investment.
The problem was less prevalent before SR, when it took 2-3 layers of spikes to really be intimidating and the cost of each turn to set them up was significant. In other words, only 1 layer of spikes was weak enough that ignoring it was fairly viable (you had to consider if 1 turn to spike was even worth it). With SR though, that 1 turn is definitely worth it, so much so that you almost have to consider rapid spin even though you're not breaking even. But because you can't break even, when considering the amount of damage SR can do with just 1 turn of set up, Rapid Spin becomes a pathetically bad move-- even if there were no ghosts.
So, what we really need, is a method of hazard removal that costs less than set up. What we need, is a pokemon that can remove hazards without taking a turn to remove them-- we need a pokemon that removes them on entry.
What I would like to see, is a pokemon with an ability that removes 1 layer on switch in (priority to SR, then removes Spikes if SR is not present). Frankly, because of grounded poisons (and Toxic Spike's overall suckiness), I think it'd be fine if that ability did not touch toxic spikes.
Removing only 1 Layer would basically fix the cost issue I mentioned, since this pokemon would be getting rid of SR for potentially cheaper then its set up. Like all things in pokemon, it would then come down to chance and strategy-- how many turns will it take me to switch it in? Instead of SR being instantly superior to rapid spin.
However, only being able to remove 1 layer and only by switching, would reward stacking spikes, as to get rid of them using that ability, you would have to waste turns making switches (and thus losing more life to the stacked spikes). Since most offensive teams would forego a true rapid spinner in favor of the entry absorber just to deal with SR, Stall Teams would actually be able to take extra turns to stack hazards without fear of seeing Rapid Spin blow them away too often.
Essentially, such a pokemon would balance SR while actually making pure stall (as opposed to "quick-stall") more viable.
Here would be my "proto-type."
Medusala
Water / Ground
Sprite: Sleek looking Sea-Slug, as opposed to a bulky one like Gastrodon
Ability: [Spine Eater] Absorbs hazards to increase its attack (upon switching in, this pokemon removes 1 layer of SR or Spikes with priority to SR, and increases its ATK by 1 stage).
HP: 95
ATK: 85
DEF: 85
Sp.ATK: 50
Sp.DEF: 75
Speed: 110
Such a poke doesn't need to be too powerful, but it should be be reasonably bulky with decent tanking type with few weaknesses. I gave my version good speed to be a "quick" support, since I image the ideal hazard absorber as something fairly quick on its feet. I also gave it the attack boosting ability because I felt that this pokemon should be weak most of the time, but be able to become a fair threat when it used to achieve its chief job of absorbing SR and punshing SR users.
(as an interesting note, I based my idea off of real sea slugs that eat sea jellies or anemone tentacles and absorb their prey's poison to be used as their own defense mechanism).