I mean, it's definitely way higher power level than normal OU. Is that the "brokenness" you're talking about? If so, I don't really see the problem. You can argue signature moves are broken when it's as accessible as it is in stabmons, or certain abilities are broken when it's as accessible as it is in AAA. I think the fact that both players have access to the OM mechanic already makes it balanced because both players have access to "broken" stuff. If there are certain moves that are too strong (like Revival Blessing, Whirlwind and maybe Spikes) then I'll just ban them down the line. I don't agree with the idea that most status moves would be too strong though because you need to evaluate these moves with the context that your opponent is also doing similarly strong stuff. Just as an example, if you click Swords Dance but your opponent clicks Charm, they both simply cancel each other out. Remember you can't even use more SD to boost past charm because you already have an SD aura active.
I don’t think you’re comprehending how absurdly busted many status moves would be if they got automatically used at the end of each turn. So let me break the ones considered useful down
-Majority of stat buffing moves;
Fairly simple. Remember Mega Kangaskhan? Remember how Parental Bond would let you use Power Up Punch twice to get a Sword Dance boost while attacking?
Well now imagine getting a Sword Dance boost while using any attack. Or Nasty Plot boost. Or Quiver Dance. Or tons of different boosts. You can be using any incredibly strong move while getting those same boosts, like Close Combat, Flare Blitz, Fire Blast, etc.
That’s definitely above the likes of 60 BP (after PB) Power Up Punch and Torch Song (only boosts SpA by one stage). Not only is it bigger and stronger, but also applies to any move too, so you can get those boosts through all your coverage moves too, which can additionally get more boosts.
Imagine facing down a Skeledirge, it uses Torch Song, and now its +3 or +4 in SpA because someone used Nasty Plot/Tail Glow earlier. Or imagine it used Flame Charge, getting +2/+3 in SpA and +1 in speed.
-Other stat buff moves:
Some of the stat boosting moves are psuedo one time only stat buffs. These are your Belly Drums, your Clangorous Soul, your No Retreats, etc. These either have massive drawbacks in draining your HP (in some cases useful) or only being able to be used once outside of weird mechanics like Jaw Lock.
Still busted as well.
Belly Drum, you obviously only need to use it once to be off to the races. Just imagine Dragonite getting 1 usually free Belly Drum off because its partner used that move once. You just rampage through your opponent’s team unless they have a Ghost type or Unaware Pokemon. It’s also obviously not exclusive to Dragonite. You can use Unburden sweepers, anything with decent priority, anything fast, and anything really.
Clangorous Soul is very similar because you can really rampage through teams because you are getting multiple omni-boosts for free for multiple turns.
No Retreat seems not to bad because Falinks/Smeargle can only use it and you can’t switch. Unless of course you have Shed Shell, in which case you can give anything an Omni-boost at least 1 time, and they also can’t be forced out either.
-Protect and Variants;
Pretty obvious why they are ban worthy. You get full protect at least every other turn while attacking and not requiring any prediction or having any sort of risk.
-Status Pivoting moves
You know how U-turn exists? It’s a 70 BP Bug type move and yet its arguably the best move in the franchise. It’s because it has the effect of switching out automatically mid-turn, giving nearly free momentum.
Now imagine if it were stronger and any other type that doesn’t have an immunity, and even if the opponent is immune you still get to switch?
Use Chilly Reception or Parting Shot, and now any move can pivot like U-turn while doing way more damage. Each turn, you’re scrambling against hit after hit, trying to resist every attack, but your opponent just freely gets in another Pokemon with super effective coverage.
Oh and don’t get me started on using U-Turn with Parting Shot. You think you might be able to tank a hit reasonably well and land a super effective hit, like Ice Beam against Dragapult, but that Dragapult used U-turn instead, switched into a bulky steel or water type, and at the end of the turn, they switch back like nothing ever happened. But know not only are you chipped but at -1 Atk/SpA too.
-Destiny Bond
No
-Taunt
This obviously breaks the metagame if I am thinking how it works. You just shut off the metagame for 6-8 turns.
-Disable/Torment
Fittingly named, you disable basically every Choice user in the entire Metagame for several turns. On top of making most fights much harder because you are prevented from using different moves for a long time. This also applies to Torment but not as bad. Both still really strong in this meta because they are automatic and simply switching doesn’t counter them.
-Encore
Really easy momentum grabbing. You Encore a Pokemon, switch into a resist, and you can do this until the effect wears off.
-Healing moves
As stated before, you get free healing while doing anything. Most damage you’ll take will be negated automatically, if not all of it. Strength Sap being especially cancerous because you also lower the opponent’s Atk stat automatically, making anything survive way longer than they should
-Substitute
You get Substitutes that respawn every time the previous sub is removed, so effectively you get status immunity for 5 turns that also reduces all damage to 25% of your HP.
-Status inflicting moves
Good luck trying to keep your team healthy. Use Will-o-wisp and now any physical attacker can never come in without being burned for several turns. Don’t want to be poisoned? Well now you have to send out your Steel or Poison type, which can easily face a Ground, Psychic, Fighting, or Fire who can always use their attacking moves too.
-Stealth Rock/Sticky Web
Not so obviously broken since one would think “oh but nothing will happen after the first turn”, which is only true if your opponent isn’t actively trying to Rapid Spin them away. If you want to remove them, you now have to wait 5 turns minimum to do so, and by then it can be hard to get your Rapid Spinner back in.
Also keep in mind, Ceaseless Edge is so good because you’re dealing damage while also setting Hazards, despite it having a crappy base power
-Spikes/Toxic
Literally Ceaseless Edge for any move. Any move that has almost twice as much BP as Ceaseless Edge. 1 Turn of spikes is now effectively 3 layers and harder to remove due to above problem. You can even switch while also setting hazards up
-Defog
The counter to hazards. It’s not broken and infact some what harder to use since you will often be in a scenario where you can only Defog (as say any Flying type) against Ice, Electric, or Rock types. No to mention, Contrary, Defiant, and Competitive existing to screw you over even harder than before and making Hazard stacking even easier.
-Suicide moves
Obviously so bad here that they might as well not be in the game.
-Aurora Veil/Screens/Weather/Terrain
Almost nothing changes. Screens are harder to remove since they can always be reset automatically, and whose weather/terrain is slower wins I guess.
-Haze
Like with Defog, its kind of bad and doesn’t accomplish much unless you Haze slowly
-Stat debuff moves
All of which act as discount stat buff moves, but with additional drawback of activating Contrary/Defiant/Competitive. Either they end up being detrimental trash you don’t use because of that or almost as bad as stat buffs (or better since the drawback is usually your opponent switching out, which they can’t do, and they ignore Unaware in a way).
-Transform
Like I said, you give your Pokemon what is essentially free Imposter. And you can use regular Imposter Ditto with an Imprison partner too.
-Swapping moves like Trick or Heart Swap
Would never be used.
-Trap moves
You effectively give all Pokemon Shadow Tag on top of their regular ability.
-Phase moves
You get psuedo Gen 5 Riolu strats but much harder to counter since you don’t need to stay in, can be any Pokemon, and you also attack while phasing at the end of the turn.
-Attacking phase moves
You know what? Dragon Tail/Circle Throw can also be ultra cancer too. Use them with status moves like Will-o-wisp and now it’s even easier to spread those statuses around for free.
So basically, there are 3 category of status moves in this meta.
A. Absolutely absurdly broken shit (most common by far)
B. Not affected at all or by much
C. Made so dog shit you’ll never see those moves be used
You get into a scenario where the meta is in an unplayable state where everything is busted and cancerous with few bans, or everything gets banned but whats left is so terrible you don’t use it anyways.
Take my advice and say the status moves have their effects cut off after X turns, so its not as broken.