I don't support action against Ubers as a class on the basis that many Ubers aren't good, much less common or problematic. Lugia, Dialga-O, and most Arceus forms see near-zero usage. The Palkia forms are alright, and so is Dialga, but overall I think that a judgement based on BST would be a mistake. Going after Solgaleo or Arceus-Dragon is something I'd still disagree with, but it seems more focused and feasible to me.
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Been playing a lot recently and have some VR noms.

down to
A: Fluffy is still meta-defining, but Houndstone is as bad as it has been in a while. The biggest problem for Houndstone is that Garganacl eats its lunch completely, leaving it with nothing to do against bulkier teams. Offensive Houndstone is pretty much dead. It's still good into some offenses, but I also think that people are well-prepared and committed to running noncontact moves. The reinvigoration of Psychic Terrain doesn't help, either, since that offensive style is decidedly special. Too often, Scarf Houndstone is a Trick bot that can sometimes pull off a Memento. That said, Fluffy is still incredible against most Adaptability donors, Quaquaval, Lycanroc-Dusk, and crucially Zamazenta, so there's a lot of value here.

up to
S: Zamazenta is the best Pokemon in the meta. It fits on nearly every team style, has offensive and defensive utility, and can blend its teammates to get around its checks. ID/BP is as good as ever, but even more so now as Hustle teams get better at bypassing Fluffy. The Scarf set pushes it to the top for me. Nothing else can serve as speed control, a sweeper, a wall, a phazer with Roar, a status absorber with Rest, the list goes on and on. None of the sets are broken, but there are just so many good sets. Long live Zamazenta.

up to
A+: Hot take but Hustle has eclipsed Adaptability as the most important offensive ability. The meta is bulkier now, and the difference between 1.3x and 1.5x is palpable. Hustle combos well with other 1.5x multipliers like Dragon's Maw that want to spam physical moves. With more bulk around, Encore is quite valuable. Chlorophyll is good too, and Solar Blade makes Lilligant pretty strong even without Hustle. The speed tier is good, and the typing is very good against priority. Ice Spinner is another fun tech for terrain removal.

down to
A: Aqua Jet is not as valuable as it used to be with offensive structures tending to be bulkier. Crawdaunt hates Lilligant, hates Zamazenta, and hates Solgaleo (Knock Off hurts obviously but good luck landing it without sash). Psychic Terrain is a bad matchup, too. Sash is the best set now because of bulkier offenses, which is rough because the extra power from band would be nice. Adaptability is still great, and Crawdaunt still murders some stalls and berries, so it's not all bad. Just not as great as it has been.

up to
B+: I've talked about terrain/weather removal before, so I won't repeat it. Another reason it should rise is that it's a very reliable spinner. Tera Shell means that a spin is virtually guaranteed outside of spinblocking. That frees up other team members to run sash, which frees up the team to run frailer mons like Crawdaunt or Lycanroc-Dusk without being overly punished.
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Here's a sash spam team to demonstrate the idea. Performance has been okay, hovering around mid 1500s.

from UR to
C: Toedscruel is niche but good! Not in a "you can technically do something with it" way, but as a serious meta call. Mycelium Might plays very well against most bulky teams right now. Natural Cure is pretty rare now, while it used to be a stall staple. So many teams rely on Levitate, Garganacl, or both to deal with toxic spikes. As a result, they do not carry ways to clear poison. Meanwhile, Mycelium Might causes those abilities to be ignored during Whirlwind/Roar. The strategy with Toedscruel is to set toxic spikes, click Whirlwind, and poison anything dragged in. Toedscruel also allows for phazing through Guard Dog. Toedscruel itself is pretty bad, and the only thing it can really do is spin. Specs is okay to at least have some damage output, and the speed tier is at least above many common ability donors.
It's not all sunny for the mushroom, though. The real downside to Toedscruel is that Mycelium Might exposes a team to an ungodly amount of bad luck. Moving last on status turns gives so many opportunities for secondary effects to activate. Relying on Whirlwind/Roar also places the player at the mercy of RNG. For example,
here's a replay where my team pulls Nosepass onto tspikes and gets a relatively quick win in 150 turns. On the other hand, in
this game, I never pulled Nosepass out and lost in 375 turns. Additionally, Toedscruel doesn't do much against offense, so the other five mons are spread thinner than usual. Finally, if you bring Toedscruel, be prepared for really long games.
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I ran this team up to 1620, number two on the ladder.
I think that the meta has changed significantly since the Purifying Salt unrestriction. I'm curious to hear what Pokemon other people think got better or worse.