I felt like posting about removal because I keep putting Sandslash on teams and I want to convince myself that I have other options. Besides that, I kind of wanted to rank the viable removal options for a while now, so here we are.
Spinners ranked:
#1: Sandslash
Strengths: Defensive value, utility | Weaknesses: Offensive pressure, Mesprit, Grass in general
I mean, it's Sandslash. It provides great defensive value by resisting poison and not being fighitng-weak, making it a good counter to Sneasel-H. Its utility options in Helmet chip, hazards, and knock make it able to make progress when Earthquake cannot. It also has just enough flexability with moves like gunk shot and stone edge to pick up a surprise KO. I don't have much more to say about Sandslash, and that's because it's more or less the status quo to removal - everything else will be compared to Sandslash.
#2: Hitmontop
Strengths: Offensive pressure, Tera | Weaknesses: Defensive value, splashability, speed
I think that putting Hitmontop as #2 is completely uncontroversial. Starting in ZUPL, it's the only spinner that was remotely as successful as Sandslash. It has two incredible attacks in Triple Axel and Close Combat, both good at making progress against hazard setters and spinblockers (if you EV right, Triple Axel 2HKOs Spiritomb). On top of that, I think that tera steel bullet punch is one of the more reliable and clickable defensive teras among spinners, since it flips Hitmontop's weaknesses and boosts bullet punch, if you're running it. Compared to Sandslash though, Hitmontop is similarly fast, which does not bode well for an offensive spinner. Top doesn't have the luxury of dipping into SpD or AV to help check faster threats since it needs its HP, Attack, what speed creep you can afford, and Protective Pads so you aren't one-shot by rocky helmet. Between its speed and lack of defensive value by virtue of being mono fighting in a meta with maybe 1 dark, bug, and rock apiece to switch, it's not as easy to splash a Hitmontop onto a team. But, it does its job very well on the teams it finds itself on, which is why it's #2.
#3: Braviary
Strengths: Stats, Roost, offensive pressure, not being solved | Weaknesses: 4mss, typing, defog, not being solved
Braviary is the next most obvious removal option and the most viable defogger in the tier. Since it's the newest addition to the tier, and since I never figured it out before it left, I have no idea what to run on this thing. It wants to fit in all of defog, roost, uturn, CC, BB, and body slam, and while it's somewhat easy to drop CC and Body Slam, that leaves you with a moveset that doesn't exert enough offensive pressure. That's the reason I put not being solved in as a positive and negative - I don't know what I want to do with it, so neither will your opponent. That being said, it does offer a similar role to Hitmontop, and Braviary has actual bulk and recovery in roost to differentiate itself in that role. It's a little bad that Braviary is normal-flying since that gives you ground, ghost, bug, and grass resistances with electric, ice, and weaknesses. It's not a detrimental typing, but you are running boots and are running from a lot of special attackers.
#4: Cryogonal
Strengths: SpDef, Movepool | Weaknesses: being Ice, Physical attacks
With Cryogonal, we are already getting into niche territory. Cryogonal is the type of mon that I keep trying to make work, but cannot ever actually get to work. Its weaknesses come from its typing, which makes sense, as it's a mono-ice mon. On top of that though, it has zero physical bulk and is relying on its stats more than its typing to wall opposing special attackers. However, if you are facing a special attacker that doesn't have psyshock or is a fire type, Cryogonal will be able to haze + recover + freeze (Dry) them do death. Because of how many caveats are in its defensive success, its best on fat/stall teams that can stack multiple special walls.
#5: Drifblim
Strengths: Ghost, Utility | Weaknesses: Stat distribution, flying
Drifblim isn't a mon I've used much, but compared to what's left, it's the last mon I would expect to see in this meta. Its typing is good since it's immune to fighting and resists poison, which are the 2 best types for a physical wall to resist. It also has good utility via Wisp, Twave, and Strength Sap, allowing it to punish things its trying to wall. However, even with maximum physical bulk, I've found it to be a little underwhelming, and how common electric is makes flying a pretty bad defensive typing in my eyes, giving few good resistances in exchange for an electric weakness. Strength Sap is a double-edged sword on Drifblim, because its high HP means it can get stuck recovering like 50/500HP or something against special attackers.
Everything below this is less viable and unproven.
#6: Torkoal
Strengths: Fire typing, burning | Weaknesses: competition, boots-locked, lack of useful resistances
With 140 defense and only 5 less HP than Sandslash, Torkoal is the most physically defensive spinner available. Its 70 SpD isn't bad either. However, 9 times out of 10, Torkoal will be a direct downgrade to Sandslash. They offer the same role and will be running similar sets. While Slash will be running knock and one of spikes and rocks, Torkoal is carrying Lava Plume and just rocks. Additionally, the biggest reason Torkoal doesn't see more usage is because it can't take advantages of the benefits that defensive fire typing offers. Its only useful resistances are Fairy, Fire, and Grass, and there are very few physical attackers with those types in the tier. Unlike Sandslash, who resists gunk shot and offers Helmet chip against physical attackers, Torkoal is neutral to gunk and must run boots or lose 25% to rocks. I have leaned on Torkoal when I wanted a rocker that didn't make me weaker to Whimsicott, which is basically all Torkoal is good for since if it was a good zard check, we would know by now. Torkoal isnt fundamentally bad in my eyes since its archetype is vaguely similar to mesprit, sandslash, and weezing, but it lacks many of the benefits/resistances that make those mons actually good.
#7: Lurantis
Strengths: Recovery, Knock, Bulk + offense | Weaknesses: Venusaur
I would have put this mon at #4 before Venu dropped, because although it struggled into Charizard it at least could click knock, and you should be pairing a grass with a zard switch anyways. However, with Venu around, I don't see much of a reason to use Lurantis, unless you really NEED a basculin switch that doubles as removal. I don't think it's bad and I have had success with Lurantis, but I just cant justify using it with Venusaur around, especially with how underexplored and therefore unpredictable Venu is (even if that doesn't matter much).
#8: Gurdurr/Hitmonchan
Strengths: Fighting, Def (gurrdurr), SpD/Speed (chan), not running protective pads | Weaknesses: outclassed by Hitmontop
I wasn't sure where to put these guys, since they have a less noticeable weakness than Lurantis, but are also mons I find harder to use (and probably haven't used). I opted to rank them below Lurantis since I think they are outclassed harder. They just don't have the raw power of Technician triple axel that Hitmontop has. Their strengths over hItmontop come to not running protective pads, meaning that Hitmonchan is a better AV user and Gurdurr has that eviolite bulk. I would also consider both of them better setup sweepers than top due to chan's speed tier actually outpacing Jolt at +1 and Gurdurr's bulk, but they can't just click triple axel.
#9: Toedscruel
Strengths: Ground, SpD, Spikes | Weaknesses: 4MSS, Poison neutral, PhysDef, lack of recovery, Mycelium Might
I have never found success with Toedscruel. I've been killed by it because my opponent was running max speed earth power before, but thats like scarf clawitzer on webs - why would you run it?? It's got a lot of good utility moves, but its ability means that it's using those moves slowly, and it sometimes feels like it has 100 BST in speed wasted. There are better offensive grass types with earth power like Venu, Arbo, and Shaymin. If Toesds got Synthesis or Strength Sap it would easily be higher on the list, but without that its easy to whittle down, and unless you're running leech seed or pain split (which you drop a STAB, spin, hazards, or knock for), its not recovering any chip back.
#10: Komala/Morpeko/Quaxwell
Strengths: Getting spin | Weaknesses: Using these mons
These are the bottom 3 spinners we have. Of them, I think that there's a world where Komala can pop off, but its recovery is wish, meaning it has real 4MSS if you want Wish, tect, spin, knock, uturn, body slam, or another attack. It's also not impressed me with its bulk. Morpeko has the misfortune of not outspeeding Basculin or Charizard, which makes it a little awkward to run. If you are running it, it's a poor spinner since it would rather use the one free turn it gets to start spiraling out of control with CB aura wheel, rather than to remove some rocks. Finally, Quaxwell is probably the least viable spinner I could see getting legitimate usage, since its a defensive water with recover. Frankly, it's Quaxwell-we stopped using him a year or 2 ago. But I think it offers just enough to be mentioned, and is the line between spinners that are and are not worth considering.