So here are my personal thoughts/opinions on the main discussion topics:
Gorilla Tactics
I think that Gorilla Tactics, despite being one of the strongest boosting abilities and being banned in every other BH metagame, is really only questionable when on Zacian-C. No other user of GT possesses the same combination of aspects that makes GT Zac-C what it is. Without extremely powerful, low drawback moves like Bolt Beak, Fishious Rend, and Sunsteel Strike, GT users do often struggle to break past the extremely prevalent Fur Coat. Note that Fur Coat is not mandatory because of GT, because even without it, there are still powerful alternatives like Libero, Sword of Ruin, and Orichalcum Pulse that force the need for Fur Coat users.
Palkia-Origin
Palkia-O is certainly a dangerous wallbreaker/sweeper, with a high speed tier, damage output, and fantastic STAB coverage. I don't really think its broken though. Yes it boasts enough power to brute force through even specially defensive behemoths like Dialga-O and Goodra-H, and yes its very difficult to offensively answer due to QD SpD boosts, Strength Sap, and its solid defensive typing, but unlike a lot of broken stuff in the past (such as PDon, MRay, Caly-S, GDZ), Palkia-O has its hard counters that are viable enough even when not matched up against it. It also has very little possibilities of bypassing these counters, relying on large amounts of chip damage, potential paralysis, and the appropriate Tera type.
Zacian-Crowned
Zacian-C probably has (and should have) 100% usage rate on competitive teams. Its undeniably splashable, being able to be customized to perform numerous roles on any team while providing the best speed control possible. None of its sets are actually problematic though, with the exception of the aforementioned GT. The ultimate problem of GT Zac-C is a combination of GT, Zac-C, Magical Torque, a lack of bulky enough checks, and Tera. Magical Torque's notorious 30% confusion rate practically mandates Covert Cloak to be a more consistent answer, making it actually difficult to consistently answer it.
The overall state of the meta
I personally don't really find BH9 that enjoyable to build or play. There are a ton of super powerful offensive powerhouses supported by very good offensive tools that makes it very difficult to account for when the pool of defensive mons is quite lacklustre in comparison. It feels challenging to try to cover all the common threats at once (Zac-C, Ghostceus, Mirai, Palk-O, Etern, + others). Imposter is still fantastic for scouting and making progress against defensive mons while exploiting weakened improofs, but all meta offensive mons have extremely viable ways to bypass it. However, I don't really think that it is any one thing that is causing all of this, but instead a combination of all these offensive threats and their tools.
But, there is one thing in this metagame that is utilized effectively by all of them, and is what I believe to be pushing them over the edge, and it is the main topic of discussion for this post, which of course is going to be
Terastallization is, in my opinion, the most problematic element of the metagame right now, and the element that I would most want to see suspected and banned. Tera pushes already powerful offensive mons over the edge, prevents revenge-killing and forces guessing games, while providing very little utility for defensive mons.
Replays listed are all from OM Majors which is the most recent tournament with BH. While it isn't a BH tournament and there are a lot of non BH mains, the teams are all generally sound and viable.
Offensive use
The most direct benefit of Tera, boosting attacks by at least 33% more damage. This threat of a boost forces the defending side to always play with the post-Tera calcs in mind and keep their defensive walls at high enough health (until Tera is used). As an example, Fur Coat +Def Arceus formes need to be kept at near full health against GT Zac-C. This means that the attacker does not lose momentum because the defender is forced to heal, lest they want to get 2HKOed the next time they try to switch in. Of course, the damage boost is also more significant for coverage types, which empowers most super effective coverage to break past walls. Some examples of calcs include:
This power boost is what breaks a lot of these otherwise more or less checkable threats. Without it these listed calcs are far weaker and much easier to deal with.
Offensive defensive use
Title might be a bit a confusing, but its referring to a defensive use for offensive mons. This is when offensive mons use Tera to change types and survive hits they had no business taking. An important thing to note here is that this very often overlaps with direct offensive use, as removing one of the original STAB types removes some notable associated weaknesses.
While this isn't as strong as the first use case, this use can be argued as uncompetitive. Revenge-killing becomes extremely inconsistent and risky just with Tera existing. Imposter also is very inconsistent at checking offensive threats, as they can Tera into favourable typings. Some notable examples of useful type changes include: Fairy Zacian-C to remove both weaknesses, Fire Zacian-C to resist Fire while preserving Fairy resistance, both STAB Miraidon to remove either Fairy or Ground weakness, Water Palkia-O to remove both weaknesses, Fairy Miraidon/Palkia-O/Eternatus to absorb Dragon attacks while removing other weaknesses. Here is a sample scenario involving this:
You get a slow U-turn against a Choice Specs Miraidon, in a world without Tera, you simply bring in your offensive Zacian-C and threaten a revenge-kill with either Magical Torque or Ground coverage. However, if you click Magical Torque and Miraidon Teras Electric, or if you clicked Ground move and Miraidon Teras Dragon, you just lost your Zacian-C. Thus, you shouldn't actually bring in your Zacian-C in this case, even when it is a free switch. Note that while knowing Tera-type can help with this specific scenario, it won't always help, such as if the opposing mon is Palkia-O with Water Tera instead.
This is also not an uncommon situation either, and can happen with many different defending breakers. What this means is that offensive counterplay is unreliable, and every team needs to have super sturdy walls to all offensive threats. As previously mentioned, it is difficult to address all threats, and without offensive counterplay as an option, poor matchups are far more difficult to play. In previous BH metas, this isn't as notable of an issue, as an example we can use MMY in NatDex who can break almost every check with the right coverage moves. However, you can at least play around this using your faster speed control options like Zacian-C or Deoxys-A while temporarily checking it with Imposter.
I'm also going to link this post because it does a great job of going into more detail with this problem.
Defensive use
This use case is simply changing your defensive mon type to check an otherwise uncheckable threat. This is also generally the weakest use case. A primary problem is that defensively Tera always results in a monotype, and monotypes aren't very good at checking meta threats. A second problem is that defensive mons are much less threatening when given a free turn. While that Miraidon Tera let it live a hit and OHKO with Rising Voltage, the best a defensive mon can typically do is fire off a Nuzzle or Knock Off, which, while can be devastatingly crippling, is less game impacting than straight up or nearly deleting a mon. Your opponent can still play around the defensive Tera. A third problem is that defensive Tera loses the original type, which means it no longer checks the threats it was originally meant to check. This is a huge issue when a lot of offensive cores are meant to overload one defensive mon.
Here's examples to all 3 of these problems:
You have a FC Fireceus with Tera Flying. You can Tera it against a Zacian-C to take the Headlong Rush, but you don't actually OHKO back. Then the next time Zacian-C is in you lost your best Magical Torque absorber.
Alternatively you have the same FC Fireceus and you Tera it against an Ursaluna to take the Headlong Rush, but now the Zacian-C at the back has no Fairy-resist to deal with anymore.
For a different example, consider if you Tera Fairy your Dialga-O to live a Dragon Energy from Palkia-O and retaliate with a Draco Meteor that knocks it out. However, now that Miraidon or Eternatus no longer is checked by it and runs through your team.
As much as I am criticizing this use of Tera, it still can cause the exact same issues as the above use by forcing predictions.
Comparison with Dynamax
I don't think this is a super strong argument but I still want to discuss this because there are a lot of similarities and the general consensus is that DMax is completely broken while for Tera its more leaning towards balanced.
Offensively the two mechanics aren't super similar. Ignoring the various mechanics that DMax can bypass and only considering the damage output. Tera provides consistent damage boosts, DMax provides damage boosts on weaker moves (worse in BH because BH has all the strongest moves); Tera doesn't provide Max effects, but DMax removes the base move effect, and in BH the Max effects aren't very useful offensively anyways considering weather and terrains are usually used as abilities, while stat boost types are rather subpar and stat boosts is easier to deal with.
The actual similarities come in the defensive use. The latter two listed uses of Tera are quite similar to one of the most uncompetitive aspects of DMax: using the extra effective bulk granted by the mechanic to survive hits and then harshly retaliate. When a mon Teras and changes a type matchup of an incoming move, it is effectively given at least 2x the bulk, the same that DMax gives. Tera also allows the use of status and utility moves while DMax cannot, such as getting a crucial Strength Sap off or firing off a Nuzzle/Knock Off.
I'm not going to go into too much detail because I made a long post in OM Discord about this, people who are in the discord and are interested can use this link. I also linked this post on DMax by stresh in there but this is for those people not in discord. I think a lot of the examples listed in that post are applicable to Tera and the post also does a great job highlighting the issues these predictions cause.
Counterpoints
Some of the common points for Tera to stay I've seen are "Tera is a fun and interesting addition to the tier", "Tera encourages creative teambuilding", "Tera is flexible and encourages strategy and adds dynamics". I'll briefly address these (no I'm not going to address "but Tera is the generational mechanic you can't ban it").
"Tera is a fun and interesting addition to the tier"
I don't know about interesting, but I do know that at least for me, I don't find making these predictions or getting surprised by a Tera very fun. It feels very out of my control and unfun.
"Tera encourages creative teambuilding"
While I do think that setting Tera types to try to solve some problems with the team is interesting, I've mentioned before in this post that the sheer power that a potential Tera can give is a huge restriction on teambuilding. You have to bring the most sturdy walls to the threats instead of having some softer checks. Some of the most restrictive teambuilding elements we have right now like Zacian-C (mandating basically double FC) and Palkia-O (mandating some specific checks) are due to Tera.
"Tera is flexible and encourages strategy and adds dynamics"
See first point as well as the points on how defensive Tera isn't very good. Flexible is true for defensive Tera but it has to be actually effective while offensive Tera doesn't come across as "flexible" to me. I also don't think playing around with potential Tera damage in mind or predictions is encouraging strategy or very dynamic to play.
Conclusion
I think that Tera in BH is uncompetitive and it has a negative impact by restricting teambuilding and playing, breaking too many otherwise balanced elements of the meta. The current BH meta most likely needs a change but for me the other questionable elements are more or less balanced, while removing Tera solves most of these problems at once and frees up tiering decisions in the future instead of questioning every dubious element as "is it Tera that is breaking this". I would like to see a suspect on Tera and if I do get reqs I will be voting ban.
Tera has a lot of potential discussion on it and I think I probably missed a bunch here as well, so I strongly encourage you to share your ideas and thoughts, whether its through here on forums or in the BH channel.
Gorilla Tactics
I think that Gorilla Tactics, despite being one of the strongest boosting abilities and being banned in every other BH metagame, is really only questionable when on Zacian-C. No other user of GT possesses the same combination of aspects that makes GT Zac-C what it is. Without extremely powerful, low drawback moves like Bolt Beak, Fishious Rend, and Sunsteel Strike, GT users do often struggle to break past the extremely prevalent Fur Coat. Note that Fur Coat is not mandatory because of GT, because even without it, there are still powerful alternatives like Libero, Sword of Ruin, and Orichalcum Pulse that force the need for Fur Coat users.
Palkia-Origin
Palkia-O is certainly a dangerous wallbreaker/sweeper, with a high speed tier, damage output, and fantastic STAB coverage. I don't really think its broken though. Yes it boasts enough power to brute force through even specially defensive behemoths like Dialga-O and Goodra-H, and yes its very difficult to offensively answer due to QD SpD boosts, Strength Sap, and its solid defensive typing, but unlike a lot of broken stuff in the past (such as PDon, MRay, Caly-S, GDZ), Palkia-O has its hard counters that are viable enough even when not matched up against it. It also has very little possibilities of bypassing these counters, relying on large amounts of chip damage, potential paralysis, and the appropriate Tera type.
Zacian-Crowned
Zacian-C probably has (and should have) 100% usage rate on competitive teams. Its undeniably splashable, being able to be customized to perform numerous roles on any team while providing the best speed control possible. None of its sets are actually problematic though, with the exception of the aforementioned GT. The ultimate problem of GT Zac-C is a combination of GT, Zac-C, Magical Torque, a lack of bulky enough checks, and Tera. Magical Torque's notorious 30% confusion rate practically mandates Covert Cloak to be a more consistent answer, making it actually difficult to consistently answer it.
The overall state of the meta
I personally don't really find BH9 that enjoyable to build or play. There are a ton of super powerful offensive powerhouses supported by very good offensive tools that makes it very difficult to account for when the pool of defensive mons is quite lacklustre in comparison. It feels challenging to try to cover all the common threats at once (Zac-C, Ghostceus, Mirai, Palk-O, Etern, + others). Imposter is still fantastic for scouting and making progress against defensive mons while exploiting weakened improofs, but all meta offensive mons have extremely viable ways to bypass it. However, I don't really think that it is any one thing that is causing all of this, but instead a combination of all these offensive threats and their tools.
But, there is one thing in this metagame that is utilized effectively by all of them, and is what I believe to be pushing them over the edge, and it is the main topic of discussion for this post, which of course is going to be
Terastallization
Terastallization is, in my opinion, the most problematic element of the metagame right now, and the element that I would most want to see suspected and banned. Tera pushes already powerful offensive mons over the edge, prevents revenge-killing and forces guessing games, while providing very little utility for defensive mons.
Replays listed are all from OM Majors which is the most recent tournament with BH. While it isn't a BH tournament and there are a lot of non BH mains, the teams are all generally sound and viable.
Offensive use
The most direct benefit of Tera, boosting attacks by at least 33% more damage. This threat of a boost forces the defending side to always play with the post-Tera calcs in mind and keep their defensive walls at high enough health (until Tera is used). As an example, Fur Coat +Def Arceus formes need to be kept at near full health against GT Zac-C. This means that the attacker does not lose momentum because the defender is forced to heal, lest they want to get 2HKOed the next time they try to switch in. Of course, the damage boost is also more significant for coverage types, which empowers most super effective coverage to break past walls. Some examples of calcs include:
252 Atk Choice Band Gorilla Tactics Tera Fairy Zacian-Crowned Magical Torque vs. 252 HP / 252+ Def Fur Coat Arceus-Ghost: 174-206 (39.1 - 46.3%) -- guaranteed 3HKO
2HKOs with minor chip, confusion, or paralysis
252 Atk Choice Band Orichalcum Pulse Tera Fire Zacian-Crowned V-create vs. 252 HP / 252+ Def Fur Coat Moltres in Sun: 189-223 (49.2 - 58%) -- 98% chance to 2HKO
2HKOs because you outspeed after V-create drop
252 SpA Choice Specs Hadron Engine Tera Electric Miraidon Rising Voltage (140 BP) vs. 252 HP / 252+ SpD Assault Vest Dialga-Origin in Electric Terrain: 173-204 (42.8 - 50.4%) -- 1.2% chance to 2HKO
2HKOs with minor chip
252 SpA Choice Specs Hadron Engine Tera Dragon Miraidon Dragon Energy (150 BP) vs. 252 HP / 252+ SpD Ice Scales Dialga-Origin: 213-251 (52.7 - 62.1%) -- guaranteed 2HKO
Straight up 2HKO
+1 252+ SpA Lustrous Globe Beads of Ruin Tera Dragon Palkia-Origin Dragon Energy (150 BP) vs. 252 HP / 252+ SpD Assault Vest Dialga-Origin: 406-478 (100.4 - 118.3%) -- guaranteed OHKO
Unboosted 2HKOs Scales Dialga-O
252 SpA Spooky Plate Tera Ghost Arceus-Ghost Judgment vs. 252 HP / 252 SpD Dondozo: 256-302 (50.7 - 59.9%) -- guaranteed 2HKO
2HKOs one of the more common Pranksters
2HKOs with minor chip, confusion, or paralysis
252 Atk Choice Band Orichalcum Pulse Tera Fire Zacian-Crowned V-create vs. 252 HP / 252+ Def Fur Coat Moltres in Sun: 189-223 (49.2 - 58%) -- 98% chance to 2HKO
2HKOs because you outspeed after V-create drop
252 SpA Choice Specs Hadron Engine Tera Electric Miraidon Rising Voltage (140 BP) vs. 252 HP / 252+ SpD Assault Vest Dialga-Origin in Electric Terrain: 173-204 (42.8 - 50.4%) -- 1.2% chance to 2HKO
2HKOs with minor chip
252 SpA Choice Specs Hadron Engine Tera Dragon Miraidon Dragon Energy (150 BP) vs. 252 HP / 252+ SpD Ice Scales Dialga-Origin: 213-251 (52.7 - 62.1%) -- guaranteed 2HKO
Straight up 2HKO
+1 252+ SpA Lustrous Globe Beads of Ruin Tera Dragon Palkia-Origin Dragon Energy (150 BP) vs. 252 HP / 252+ SpD Assault Vest Dialga-Origin: 406-478 (100.4 - 118.3%) -- guaranteed OHKO
Unboosted 2HKOs Scales Dialga-O
252 SpA Spooky Plate Tera Ghost Arceus-Ghost Judgment vs. 252 HP / 252 SpD Dondozo: 256-302 (50.7 - 59.9%) -- guaranteed 2HKO
2HKOs one of the more common Pranksters
Title might be a bit a confusing, but its referring to a defensive use for offensive mons. This is when offensive mons use Tera to change types and survive hits they had no business taking. An important thing to note here is that this very often overlaps with direct offensive use, as removing one of the original STAB types removes some notable associated weaknesses.
While this isn't as strong as the first use case, this use can be argued as uncompetitive. Revenge-killing becomes extremely inconsistent and risky just with Tera existing. Imposter also is very inconsistent at checking offensive threats, as they can Tera into favourable typings. Some notable examples of useful type changes include: Fairy Zacian-C to remove both weaknesses, Fire Zacian-C to resist Fire while preserving Fairy resistance, both STAB Miraidon to remove either Fairy or Ground weakness, Water Palkia-O to remove both weaknesses, Fairy Miraidon/Palkia-O/Eternatus to absorb Dragon attacks while removing other weaknesses. Here is a sample scenario involving this:
You get a slow U-turn against a Choice Specs Miraidon, in a world without Tera, you simply bring in your offensive Zacian-C and threaten a revenge-kill with either Magical Torque or Ground coverage. However, if you click Magical Torque and Miraidon Teras Electric, or if you clicked Ground move and Miraidon Teras Dragon, you just lost your Zacian-C. Thus, you shouldn't actually bring in your Zacian-C in this case, even when it is a free switch. Note that while knowing Tera-type can help with this specific scenario, it won't always help, such as if the opposing mon is Palkia-O with Water Tera instead.
This is also not an uncommon situation either, and can happen with many different defending breakers. What this means is that offensive counterplay is unreliable, and every team needs to have super sturdy walls to all offensive threats. As previously mentioned, it is difficult to address all threats, and without offensive counterplay as an option, poor matchups are far more difficult to play. In previous BH metas, this isn't as notable of an issue, as an example we can use MMY in NatDex who can break almost every check with the right coverage moves. However, you can at least play around this using your faster speed control options like Zacian-C or Deoxys-A while temporarily checking it with Imposter.
I'm also going to link this post because it does a great job of going into more detail with this problem.
This use case is simply changing your defensive mon type to check an otherwise uncheckable threat. This is also generally the weakest use case. A primary problem is that defensively Tera always results in a monotype, and monotypes aren't very good at checking meta threats. A second problem is that defensive mons are much less threatening when given a free turn. While that Miraidon Tera let it live a hit and OHKO with Rising Voltage, the best a defensive mon can typically do is fire off a Nuzzle or Knock Off, which, while can be devastatingly crippling, is less game impacting than straight up or nearly deleting a mon. Your opponent can still play around the defensive Tera. A third problem is that defensive Tera loses the original type, which means it no longer checks the threats it was originally meant to check. This is a huge issue when a lot of offensive cores are meant to overload one defensive mon.
Here's examples to all 3 of these problems:
You have a FC Fireceus with Tera Flying. You can Tera it against a Zacian-C to take the Headlong Rush, but you don't actually OHKO back. Then the next time Zacian-C is in you lost your best Magical Torque absorber.
Alternatively you have the same FC Fireceus and you Tera it against an Ursaluna to take the Headlong Rush, but now the Zacian-C at the back has no Fairy-resist to deal with anymore.
For a different example, consider if you Tera Fairy your Dialga-O to live a Dragon Energy from Palkia-O and retaliate with a Draco Meteor that knocks it out. However, now that Miraidon or Eternatus no longer is checked by it and runs through your team.
As much as I am criticizing this use of Tera, it still can cause the exact same issues as the above use by forcing predictions.
I actually only found two good uses, which says something (others are double digits)
Turn 11 Dondozo Tera Fairy to check Hoopa-U
Turn 30 Enamorus Tera Fire to wall Grassceus
Turn 11 Dondozo Tera Fairy to check Hoopa-U
Turn 30 Enamorus Tera Fire to wall Grassceus
I don't think this is a super strong argument but I still want to discuss this because there are a lot of similarities and the general consensus is that DMax is completely broken while for Tera its more leaning towards balanced.
Offensively the two mechanics aren't super similar. Ignoring the various mechanics that DMax can bypass and only considering the damage output. Tera provides consistent damage boosts, DMax provides damage boosts on weaker moves (worse in BH because BH has all the strongest moves); Tera doesn't provide Max effects, but DMax removes the base move effect, and in BH the Max effects aren't very useful offensively anyways considering weather and terrains are usually used as abilities, while stat boost types are rather subpar and stat boosts is easier to deal with.
The actual similarities come in the defensive use. The latter two listed uses of Tera are quite similar to one of the most uncompetitive aspects of DMax: using the extra effective bulk granted by the mechanic to survive hits and then harshly retaliate. When a mon Teras and changes a type matchup of an incoming move, it is effectively given at least 2x the bulk, the same that DMax gives. Tera also allows the use of status and utility moves while DMax cannot, such as getting a crucial Strength Sap off or firing off a Nuzzle/Knock Off.
I'm not going to go into too much detail because I made a long post in OM Discord about this, people who are in the discord and are interested can use this link. I also linked this post on DMax by stresh in there but this is for those people not in discord. I think a lot of the examples listed in that post are applicable to Tera and the post also does a great job highlighting the issues these predictions cause.
Counterpoints
Some of the common points for Tera to stay I've seen are "Tera is a fun and interesting addition to the tier", "Tera encourages creative teambuilding", "Tera is flexible and encourages strategy and adds dynamics". I'll briefly address these (no I'm not going to address "but Tera is the generational mechanic you can't ban it").
"Tera is a fun and interesting addition to the tier"
I don't know about interesting, but I do know that at least for me, I don't find making these predictions or getting surprised by a Tera very fun. It feels very out of my control and unfun.
"Tera encourages creative teambuilding"
While I do think that setting Tera types to try to solve some problems with the team is interesting, I've mentioned before in this post that the sheer power that a potential Tera can give is a huge restriction on teambuilding. You have to bring the most sturdy walls to the threats instead of having some softer checks. Some of the most restrictive teambuilding elements we have right now like Zacian-C (mandating basically double FC) and Palkia-O (mandating some specific checks) are due to Tera.
"Tera is flexible and encourages strategy and adds dynamics"
See first point as well as the points on how defensive Tera isn't very good. Flexible is true for defensive Tera but it has to be actually effective while offensive Tera doesn't come across as "flexible" to me. I also don't think playing around with potential Tera damage in mind or predictions is encouraging strategy or very dynamic to play.
Conclusion
I think that Tera in BH is uncompetitive and it has a negative impact by restricting teambuilding and playing, breaking too many otherwise balanced elements of the meta. The current BH meta most likely needs a change but for me the other questionable elements are more or less balanced, while removing Tera solves most of these problems at once and frees up tiering decisions in the future instead of questioning every dubious element as "is it Tera that is breaking this". I would like to see a suspect on Tera and if I do get reqs I will be voting ban.
Tera has a lot of potential discussion on it and I think I probably missed a bunch here as well, so I strongly encourage you to share your ideas and thoughts, whether its through here on forums or in the BH channel.