But the whole game after that is better for me, as I have no SR on my side anymore, and you still have to deal with it. With the suicide lead craze, setting SR up again is quite rare. I honestly can't see how removing a disadvantage from my side of the battle, while you still have it is like using Recover again a 60% damaging move.
That's why I said you're missing the point. The interaction is not between my SR and yours, it's between my SR and your Rapid spin. It's like this:
My Swampert comes in, I set up SR
After 3 Switches, you get Starmie in, Rapid Spin
Result:
Me: I paid 1 Turn
You: You paid 1 Turn
and took 3 hits from SR
After 4 more switches, I bring Swampert back in, set up SR.
After 2 more switches, you bring back in Starmie and Rapid Spin
Result:
Me: I paid 1 Turn
You: You paid 1 Turn
and took 2 hits from SR
After 5 more switches, I bring Swampert back again, and SR
After 6 more switches, you bring back Starmie and Rapid Spin
Total Result:
Me: I paid 3 turns
You: paid 3 turns
and took 11 hits from SR
This continues on until Swampert is taken out.
With this, you can clearly see that Starmie is fighting a losing battle. It'll never get the upper hand. It's exactly like recovering in the face of a 60% hitting attack.
You see? While the instances are stretched out, this is not a match up between your SR user and mine, it's a match between my SR user and your rapid spinner (since we are discussing the function of rapid spin). The fact is that your rapid spin will never break even against my SR. It is
exactly like Recovering in the face of a 60% attack.
If I choose to not use Rapid Spin altogether, I can use my valuable turns to do things that may be more useful, like setting up or outright attacking. Those options at least have a chance of breaking even or more! Rapid Spin though, will always be losing against SR. This is the main fundamental reason why it's so bad.
I actually find most spinners to be rather shitty lol. Starmie is a good pokémon, but an awful spinner; it's not defensive, and the only thing that makes it useable as a spinner is the fact that it can Hydro Pump Rotom all the way to Pokémon hell.
The only other spinner available in OU is forretress, who's not ever getting over Rotom. All the others are UU, which says something about how good they are. (Or is Tentacruel still OU? Not sure on that one.) If only Rapid Spin could hit Ghosts, I could see Forretress being one hell of a great spinner.
You need to look at causation on both sides. Spinner's are shitty pokemon in part because Rapid Spin is shitty.
If Rapid Spin was a strategy that actually worked, than maybe pokemon like Donphan and Foretress would see more use-- they certainly have decent enough stats/typing. But, because Rapid Spin is a shitty strategy, it really isn't worth using them over say, Hippowdon or Skarmory.
Well I'm going to jump into this discussion about Stealth Rock. First of all, we 'might' see a new form of Spikes, but don't count on it, so far every other generation has introduced atleast 1 new form.
Secondly, changing the mechanics of these aren't really all that necessary. Think about it. All we need is a Rapid Spin that is not normal (maybe water type, I've always thought pokemon like Squirtle could spin using a water move to clear out an area). Or maybe a pokemon like Miltank gets a tutor for Rapid Spin, abusing Scrappy and becoming the premier spinner.
Like I said, the biggest issue with Rapid Spin is not the chance of missing against ghosts. It's the fact that you are using up a turn to use it, and thus will never break even against Stealth Rock.
The only thing that can really change the situation is a means of
Hazard Removal that can beat SR in terms of cost, either by
costing less (not taking a turn to use) or by
adding more value (Dealing a shit load of damage while removing the hazard at the same time).