Nitpicking, but technically Mega Launcher Heal Pulse on a Magic Bouncer will heal the user 75%. Besides that, I can't see any good uses.-Ban Heal Pulse. This is a single's meta and there is literally no reason to try to bounce a pulse of off Magic Bounce, assuming that even works, when you can just use Recover. As such, Heal Pulse has no functional use outside infinite stall.
Yeah this one is definitely logical and I have no objections.-Ban Leppa + Fling/Trick/Switcheroo/Bestow or any other move that gives the opponent items. Leppa has some legitimate uses, if a bit dickish sometimes, but there's no legit reason to give your opponent a Leppa Berry except to infinite stall.
I disagree with this one completely, actually. This has legitimate uses outside of infinite battles, namely PP Stall. It's the equivalent of Leppa + Recycle in terms of PP Stall capabilities but doesn't require an item slot. If your opponent has no more offense and a finite amount of PP left, it's perfectly legit (in my mind, at least) to use this strategy.-Ban duplicate moves on the same set, assuming this is still allowed. Like, a Pokemon cannot have Tackle/Tackle/Recover/Recycle.
Honestly I don't think this is a very good idea. This one definitely hurts legitimate strategies quite a bit (for paranoid/heavy stall). I personally think the /draw option proposed by DinaIsha is much much better because that one doesn't hurt stall at all. There still is the problem of the member using the infinite battle strat and refusing to draw, but that's when the leaders/admins can come in.-Force a draw if neither side has hurt each other for a number of turns, like, say, 30+, whether it be direct damage or indirect. Maybe with the added condition that one side needs to be switching constantly during that time. I'm less sure on this one because too many turns is a bit of a pain in the butt to wait out an infinite stall scenario while too few hurts legit PP stall strategies. And, how much switching is enough to warrant a draw?