All right, since no one is posting, just going to post some commentary regarding the recent changes.
Dragonite: Nothing can really take the place of Dragonite, but it still leaves a lot to be desired. The importance of an intact Multi-Scale means I pretty much always have to use it as a lead. I've tried a mixed Lum Berry version and changed Salamence to Band, but then I have a lot of problems with Scarfed Dragons later on, especially Scarfchomp that aren't locked into Outrage. Dragonite lacks Dual Chop, which is sad, because that would make breaking frail leads' sashes much easier. Its effectiveness really depends on the other team's earlygame strategy, and it isn't getting past Skarmory any time soon (Banded Fire Punch only averages 50%.)
Haxorus: Banded Haxorus is working excellently. It wishes so much that it had that base 100 Speed, but its power is devastating, easily 2HKOing max/max Hippowdon with Lefties factored in, for instance. It's an all-out wrecking ball whose Outrage can really only be tanked effectively by Skarmory (Ferrothorn lacks instant healing and thus won't enjoy taking repeated Outrages.)
Salamence: Its role hasn't really changed. It takes down unsuspecting Skarm with Fire Blast, hits hard with Draco Meteor, and can use the omnipresent Outrage and EQ. Intimidate can be a godsend when I'm in a pinch against something like Excadrill.
Garchomp: I'm really liking the change from SubSD -> Scarf. It provides a lot more of an immediate threat, and is great for checking fast threats. Can't really complain, and I love that it gets Dual Chop as well. STAB EQ is just a bonus, as it's almost as powerful as Haxorus' Banded EQ. I never, ever use Stone Edge.
Chandelure: Nothing could possibly do the same job that it does. It eliminates all forms of Steels with the exception of Heatran, and is crucial because Skarmory needs to be eliminated ASAP, as it's one of the very few enemies I can't brute-force my way through. Shadow Ball and Energy Ball take down Ghosts, Psychics, Waters, and Hippos. HP Ice kills off pesky max/max Gliscors and, more importantly, non-Scarfed Chomps. This team wouldn't work without Chandelure.
Genesect: Generally has been a positive change so far. Latios, which is annoying for this team, is easily checked - it threatens to kill it with Download-boosted U-Turn, forcing it to switch, and allowing me to keep the momentum going. That's one of the crucial pieces of this team - momentum. As long as the Outrages keep coming at an unhindered pace, I'm not going to lose. Magnezone easily picked off Scizor, Jirachi, Skarm, Forry, most Bronzong, and Ferrothorn. Of these threats, Scizor, Jirachi, and Bronzong can be killed just by brute-forcing them with Outrages until they die, which doesn't take long. I miss being able to easily kill Skarm with Genesect. Forry is rare and wasn't a big deal anyway, as Chandelure could pick it off with ease. Ferrothorn was much the same, although Ferrothorn in rain can be a problem. In any case, neither one has a reliable recovery move and both are eventually overpowered by Outrages.
I might make a formal threat list later, but for now, some things to consider if you are using this team:
- Skarmory - One of the very few things I can't overpower. It takes ~30 from Banded Haxorus' Outrage, my most powerful physical attack, and can set up Spikes, Roost up, and start phazing. Because of the Spikes, I need to be careful - switching Chandelure in (especially when it's not at 100%) requires caution if SR + Spikes are up, because if Skarm Whirlwinds it right back out, I've done nothing but rack up damage on the "glue" of my team. Needs to be played around with extreme caution, although sometimes I can kill off so many other team members that Genesect can T-Bolt it to death in the end if nothing else.
- Excadrill - Can't brute-force kill something if you can't touch it in the first place. As usual, the stupid mole is a huge threat, especially because I don't have a weather inducer. This team is all-out offensive, so there is nothing close to an Excadrill counter, so it will need to be played around with extraordinary care. No matter what, it's going to do a lot of damage, so if you are using this team, you need to a) Minimize Chandelure use so it can't come in for free. b) Refrain from over-spamming EQ if you suspect an Air Balloon version. c) Generally don't use Genesect's BoltBeam combo if you see an Excadrill on the other team. After I (hopefully) kill it, I need to ensure that the Dragons did enough damage earlier so that I can clean up what's left of my opponent's team, and not the other way around.
- Mamoswine - Because of its high-powered Ice attacks which are deadly to Dragons, Mamoswine is always a large threat. Scarfswine in particular is not fun to deal with, because four members automatically can't switch in (Garchomp can outspeed but won't OHKO) and it outspeeds everything else, meaning that Genesect or Chandelure is 100% required. Chandelure doesn't appreciate switching in, due to SR/Spikes + the incoming Icicle Crash, and can't guarantee an OHKO due to the stupid mammoth's Thick Fat. Like Skarm and Excadrill, it needs to be played around with care.
- Ditto - The least of the threats, but it still isn't fun to deal with. My superpowered Dragons get turned against me, meaning something will have to die to ensure that Genesect can come in and Ice Beam it to death. It's worse if the Ditto doesn't spam Outrage immediately, because then it can just switch out as Genesect Ice Beams, and getting Genesect/Chandelure locked into anything besides U-Turn is always detrimental to the team's momentum.