Ok i'm going to comment on some things in the current meta I think have gotten better and worse relative to their positions during the suspect.
BETTER: Sun
Sun's been really seeing a resurgence lately in effectiveness if not usage. This might be teambuilding oversight, but it seems bellsprout shreds teams, particularly the bulky-offense paradigm dudes are very fond of rn. The steady decrease of Fletch means prio is a generally ineffective way of handling Sprout, and the bulk of more teams means they rely on one fat counter other members of a sun team can eaily get at; view matches where Porygon comes in to check spout and ends uo under siege from both foo and pawn. Throw in additional wrinkles like dual fire (pix and [blank], i like dour) teams and you have a formidable teamstyle that should probably get more looks.
WORSE: Webs
Dont get me wrong, webs are still very potent in this meta. But more stuff has arisen that gets at them. Snivy is public enemy #1 of webs, and
Kingler12345 has been bringing that up in usage. Pawniard has gotten no worse and giving that a free +2 is dangerous no matter how much you slow it down. The fatmons I alluded to (Vulla, Pory) that are ascending do a good job at least slowing webs teams and decreasing the seemingly unbeatable pressure they can apply. I'm sure webs will adapt to this meta and become as good as ever, but the current builds (perhaps w/ hogg's exempted) arent suited as well to the current meta as that of the past.
BETTER: Stunky / Pursuit
Stunky does a great job of selectively dismantling teams with Pursuit, eliminating often vital members of the other team preventing a Timburr sweep, for example. It also is an easy way - perhaps the only way - to rid yourself of abra bullshit, to stop gastly too. it has good general utility being semithreatening with sludge bomb and fire blast, can even defog if u need it. Other Pursuiters are also very good, honedge filling the niche of an abra check + fletch check along with pursuit duties, Houndour being a threat as well as being a good user of the move, even BJ Cranidos taking out Fletch with a well-timed pursuit. (all of these seem to set up scarffoo sweeps btw)
Worse: Trappers (goth n dig)
This was inevitable. Post-suspect, everyone adapted to these two to the point where they are useful, but almost never game-winning. In hindsight, these are probably good for the metagame - the needed skill to keep your fighting type out of trap range, the way to push a goth kill back until it doesnt rip you open, all sorts of complexities brought by trappers - and im glad we kept them. Still annoying whenever they get some sucker kill, but that's much more uncommon now then the ghastly time of a few months ago.