That list is horrible... Do you even know what a special wall is?
I think first we need to define the threats a special wall faces. The physical/special dramitically changed special walling.
Special moves of note:
Normal:
Tri Attack, Hyper Beam
These are almost solely on PorygonZ. Normal special attacks in general are still lame and rare. PZ is a beast though, but unless it becomes common, Rocks/Steels/Ghosts don't make the best special walls.
Fire:
FT/FB/Overheat
These things tend to go on physical sweepers that want to say "up yours" to Skarm. Otherwise, only fire types pack fire moves.
Water:
Surf/Hydro Pump
Almost exclusively used by water pokemon, the exception being Salamence.
Electric:
Thunderbolt
Gets a lot of use on a lot of things. If you want to be a special wall, you'd best be nuetral or resistant to this.
Grass:
Energy Ball/Grass Knot/Solarbeam
Before the biggest threat was Giga Drain. Now that Grass essentially has a Shadow-Ball esque move learned by a number of different things, a Grass weak isn't really helpful. Grass Knot is an even bigger nightmare if your special wall is FAT. Solarbeam is still situational, but needless to say with Powerful Herb around, all a fire type needs to get a drop on you is one attack. Grass resistance preferred.
Ice:
Ice Beam, Blizzard
Ice Beam is the most prevalant, although Abomasnow's Hail might make Blizzard in cogue for those teams (or at least Abomasnow itself). Ice Beam is easily the most common special attack, so your special wall should be nuetral to/resist this as well.
Fighting:
Vacuum Wave, Hidden Power [Fighting], Pulse Bomb, Focus Blast
These are going to be nearly nonexistent on any fighter who isn't Lucario, but a few strange things like Togekiss get Pulse Bomb. HP Fite is great on Psychics who want to avoid getting crushed by Darks, but is still low power. Focus Blast is, to me at least, an untested element. On the one hand, 70% accuracy is pretty bad. However, 50BP is a significant boost from HP Fite's 70, and Pulse Bomb isn't commonly known, so there isn't a real good compromise for most between the two, other than Focus Bomb can be bought in Veilstone. Having a fighting weak probably won't be a big deal unless Togekiss or Special sweeper Lucario get some play.
Poison:
Sludge Bomb:
No special attacker bad your odd NP Crobat of Special attacking Nido will even bother with this, and Grass types are already weak to Ice Beam and Flamethrower, so this doesn't even register.
Ground:
Earth Power:
This is the most easily predicted special move. Flygon, Nidoking/Queen, Claydol, and Heatran are the only users that aren't in Ubers.
Flying:
Air Slash
The few things that do use it can use it fairly well. Charizard, Togekiss, Megayanma, and Scheme Crobat all have enough speed to abuse the flinch and enough SA to deal some damage as well. I wouldn't recommend a weakness here, but a resistance isn't crucial.
Psychic:
Psychic
Only Psychics use Psychic. Unfortunetely, most of them also have high SA, so being Kazam or Azelf weak is bad.
Bug:
Signal Beam, Bug Buzz
Almost solely confinded to Venomoth/Megayanma. Not a large priority.
Rock:
Ancientpower, Power Gem
I've yet to see anything use it. Don't worry about it.
Ghost:
Shadow Ball
This is bad news for Ghost weaks, now that Gengar can abuse its massive SA. Definetely be nuetral/resist this.
Dragon:
Dragon Pulse, Draco Meteor
Easily the scariest because only Steels resist it. Fortunately, only Dragons are going to use Dragon moves with any regularity, since Dragon is only SE on Dragon itself.
Dark:
Dark Pulse
I don't see a big market for Dark Pulse other than Spiritomb, Shiftry/Cacturne, Houndoom, and Tyranitar. It is about the same as Shadow Ball, but more of the likely special attackers that get both (Mismagius, Gengar) get STAB on Shadow Ball. Most Darks are going to be enjoying physical Crunch this gen. The pokemon that do use it deal loads of damage with it, though.
Steel:
Flash Cannon
Probably a fleeting Empoleon/Magnezone/Probopass thing, don't expect to see it much.
Taking this into account, lets try this list again.
Blissey: 255 HP/135 SDef, THE Special Wall. Makes special attackers crap
bricks.
Cresselia: 120 HP/130 SDef means this can take quite a few hits. Weakness to Shadow Ball isn't looking too good for it though. Gengar has to dear Psychic, but Mismagius can raise some hell.
Snorlax: 160 HP/110 SDef. Yes, a few select things hit harder in DP like Azelf and the like. Choicespecs does hurt Snorlax here, but you can tell the difference in damage immediately while Snorlax is still alive, and be prepared in the future. Still takes UnStabbed special attacks like nothing else.
Regice: 80 HP/200 SDef, and nuetral to Boltbeam still make this an admirable special wall. Hasn't changed that much, and HP Fite barely dents it. Focus Blast could cause trouble, however.
Registeel: 80 HP/150 SD, Registeel's primary problem is that although it can eat special hits, it can't do much after it's in. Resistance to Draco Meteor is nothing to scoff at, but if it eats FB or FT instead it gets roasted.
Empoleon: 84 HP/101 SDef. Personally I see it as more of a special attacker, but Draco Meteor resistance helps a lot. It's problem is that it is weak to Tbolt and is Magnezone bait.
Magnezone: 70 HP/90 SD. This mainly gets off on the fact it resists Boltbeam, Shadow Ball, and Draco Meteor, and also posseses Light Screen and Mirror Coat. Its reliability as a wall is shaky, but it's a decent special attacker.
Bronzong: 67 HP/116 SD. Can eat Psychic attacks for breakfast and resists Ice Beam. Like Registeel it doesn't have offensive prowess, but it can offer a good support role.
W/Sandstorm: OK, the deal here is you need TTar or Hippowdon to really use these effectively.
Regirock: 80 HP/100 SDef. In Sandstorm this thing is ridiculously hard to kill from either end, and it has better attacking options than the previous Regi's. Its problem comes from a lack of resistances, but t does shut PZ down admirably.
Rhyperior: 115 HP/55 SDef. Solid Rock. This needs Solid Rock and Sandstorm to do any kind of special walling, but with both of those in effect and some vigorous SD EV's, this thing becomes a pain to take down. Grass Knot and Surf are still problems, but it takes unStabbed IBeams easily, and can OHKO damn near every special attacker.
Tyranitar: 100 HP/100 SDef. In addition to easily being a downright terrifying presense before, TTar was even further boosted this gen. It can deal with PZ and Boltbeam, but still takes a hard hit from Grass Knot and Surf. HP Fite on Psychics isn't good for it's health either.
Probopass: 60 HP/150 SDef. It was really too riddled with bad weaks to be put in the above list, but in Sandstorm this thing is an absolute nightmare for special attackers. Draco Meteor, Shadow Ball, and Ice Beam resist, Thunderbolt nuetral. HP Fite weakness is mostly dealt with, this thing LOLOLs at PZ, and Surf is the only thing that can still cause it problems. Give it Magnet Rise and the Nido/Flygon switchin will curse heavily at you. Block might come in handy here, especially if you can catch PZ in a Hyper Beam.