pre-laddering thoughts n_n
I think that only Deoxys-S should be banned, because of the number of sets it can run. When facing a Deoxys-S, you need to consider the "hazards stacking" set, the screener set (by the way, this set is also the only reason baton pass chains are still powerful) and of course the Life Orb set. So, it goes without saying that predicting wrong can cost you the game. At turn 1, yes. Also, remember that a SR + 3 attacks is totally viable, which leads to even further risks of losing the game/an important pkmn.
As regards Defog, I think that this is not the right argument to justify DeoS presence in OU; no viable defog user can, in fact, outspeed it and actually removing the hazards from the field. Most DeoS also run Superpower, so that the Magic Coat users and most spinners have no chance to prevent the hazards setting, either (Superpower scores a OHKO on M-Absol and a 2HKO on Smeargle, taking Focus Sash into account. Also, it deals huge damage to Excadrill, which can no longer spin, considering rocky helmet damage).
At last, don't forget that a 252 HP / 252 Def+ DeoS is bulky enough to sponge strong hits and set hazards in front of powerful attackers.
On the other hand, Deoxys-D deserves to stay in OU. The only role it can perform is the hazards setter (please, don't even think about the screener and the recover + toxic set, they are not nearly as strong as the SR + Spikes set) so it is pretty easy to plan ahead and prevent it from setting hazards.
In this case, Defog users are pretty effective, since DeoD is pretty slow. Also, it usually doesn't run Superpower, so the aforementioned MCoat users and Spinners are very likely to remove the hazards from the field.
The last thing I would like to point out about DeoD is that many sweeper can set-up on it. M-Pinsir, M-CharX, NPThundurus and SDGarchomp are all good examples.
Oh, there's one last thing I would like to remind you. A suspect test is supposed to nerf any overpowered/dangerous pkmn or play style, not to remove them. So yeah, why ruining spikes stacking offense when it is not overpowered at all?
I think that only Deoxys-S should be banned, because of the number of sets it can run. When facing a Deoxys-S, you need to consider the "hazards stacking" set, the screener set (by the way, this set is also the only reason baton pass chains are still powerful) and of course the Life Orb set. So, it goes without saying that predicting wrong can cost you the game. At turn 1, yes. Also, remember that a SR + 3 attacks is totally viable, which leads to even further risks of losing the game/an important pkmn.
As regards Defog, I think that this is not the right argument to justify DeoS presence in OU; no viable defog user can, in fact, outspeed it and actually removing the hazards from the field. Most DeoS also run Superpower, so that the Magic Coat users and most spinners have no chance to prevent the hazards setting, either (Superpower scores a OHKO on M-Absol and a 2HKO on Smeargle, taking Focus Sash into account. Also, it deals huge damage to Excadrill, which can no longer spin, considering rocky helmet damage).
At last, don't forget that a 252 HP / 252 Def+ DeoS is bulky enough to sponge strong hits and set hazards in front of powerful attackers.
On the other hand, Deoxys-D deserves to stay in OU. The only role it can perform is the hazards setter (please, don't even think about the screener and the recover + toxic set, they are not nearly as strong as the SR + Spikes set) so it is pretty easy to plan ahead and prevent it from setting hazards.
In this case, Defog users are pretty effective, since DeoD is pretty slow. Also, it usually doesn't run Superpower, so the aforementioned MCoat users and Spinners are very likely to remove the hazards from the field.
The last thing I would like to point out about DeoD is that many sweeper can set-up on it. M-Pinsir, M-CharX, NPThundurus and SDGarchomp are all good examples.
Oh, there's one last thing I would like to remind you. A suspect test is supposed to nerf any overpowered/dangerous pkmn or play style, not to remove them. So yeah, why ruining spikes stacking offense when it is not overpowered at all?