My two cents worth on the recent bans and meta as a whole:
The Banned:
Stamina Restrict: Good riddance! Seriously, this ability combined w/Fluffy invalidated most physical attackers, not to mention getting way too many defence boosts from multi-hits. Overall, while not the strongest on it's own, I the way it was supported by and was support for other abilities was just a little too much for the meta.
Magic bounce Restrict: This should definitely not been unbanned and left unrestricted, seeing as it completely invalidates practically every non-setup status move for the opponent, barring Haze, Trick and Ghost-type Curse.
Gale Wings Restrict: This is the Restriction I feel least enthusiastic about, but can see why it needed to be banned in it's current state. if Serene Grace was restricted, I feel this ability would be a bit more manageable. also Talonflame can still spam Air slash with serene grace for a +1 Priority 60% flinch chance which I feel should be looked at ngl.

Magearna/Kingambit Bans: Magearna kinda had it coming for a while now, seeing as it was probably the bulkiest wincon in the meta, and stacking defensive abilities on it generally meant it was really tough to get off the field without a move that forced it out. (all of which were unviable against Magearna because of Magic Bounce)
Gambit on the other hand is a mixed bag, and personally I felt could've been fine with a Supreme Overlord restrict instead. On one hand, it did massive damage with Sucker Punch and Cleave, and could set up quick with SD. On the other hand it was not very hard to check, requiring a little bit of prediction. Nevertheless I do think passing supreme overlord was a bit much, so I guess the ban is justified for now.
The Good:

[non-Gale Wings] HO teams get to catch a break, as they no longer have to deal with Stamina and magic bounce, and are kept from being overpowered by the loss of Supreme overlord.

Hazard Users are no longer unviable since Magic bounce is restricted, and don't have to worry about GW teams ignoring all their hazards and sweeping them. As a result, now other teams are encouraged to use hazard removal again instead of sticking hatterene/Espeon on a team and calling it a day.

Stall teams don't have to worry about Magearna setting up on them anymore, though losing stamina/M-Bounce isn't great.
And the Unhealthy:

Harvest/Cheek Pouch Teams: These teams are difficult to check, seeing as a Sitrus berry + Cheek Pouch is just a better recover which usually triggers after being hit, and along with harvest equates to
recovering 60%~ of your HP [almost] every turn, rendering most offense teams and most stall teams unviable against a Harvest/Pouch team. However, this archetype is nuked from orbit by

, which [if its ability works properly] completely shuts down these abilities by preventing berries from being used. However, I feel an archetype that you practically need Caly-Ice to beat is a bit too much for the meta, and I feel that either one of the two abilities should be restricted.

Hydration/Drizzle/Rest: While Hydration w/drizzle is just a weaker version of Purifying salt, which isn't the end of the world (even if it is annoying), Hydration in combination with Rest is a problem, as it basically becomes recover
but it restores 100% HP (because hydration removes sleep at the end of your turn. I'm no expert but I don't think that's healthy for the meta, especially since it can be passed to your entire team. I'm not sure how it could be done, but I feel rest should be banned while Hydration+Drizzle are on your team, seeing how many mons get Rest.