there aren't gonna be any
insane changes, really.
i saw gothitelle a bit more since gothstall became popular, but it (goth on non-stall builds) wasn't something huge by any means in my experience. wobbuffet, on the other hand, had virtually no usage. i had quite a bit of experience with the thing, and those that know me know i obsess over it, but the truth is it was also pretty obnoxious.
wobbuffet was nearly guaranteed 1 kill per game when running custap + destiny bond, not to mention the ability to pick stuff off with counter / mirror coat, using encore to give yourself a huge momentum boost (usually used to set up with something like bd azu), and there was the whole speedy tickle set that could easily pick off (or lead to picking off) annoying fat things.
WECAMEASROMANS does a fantastic job of showing that in
this replay @ ~turn 10.
however, this isn't to say wob was nearly as big of a problem as gothitelle. wobbuffet can get worn down extremely easily between switching into things, hazards, toxic / wisp damage, etc.. on the topic of hazards, damage-inflicting status, and other types of residual damage, these things can really ruin wobbuffet's field day. not only do they whittle wob down, but they can also ruin its chances of custap dbond. being just
barely out of custap range due to these things just plain sucks; for example, when you're whittled down a bit and at ~27% or so due to hazards & your wob will get killed by whatever is in front of it. you have 2 options here really: sac it, or save it in hopes of using that custap dbond later (hazard damage getting you into range). the latter option is very risky, however. not only do you have to switch something in to hazards + whatever hit would've killed wob, which your most optimal switch-in might not 100% appreciate in certain situations, but you also have to hope everything works out properly with wob from this point on. not only do you have to worry about your opponent getting some spikes or sand or whatever up, but to bring wob in, you're almost gonna have to sac something here. this leads to a fork in the road: do you sac something to get a kill with wob and have it die, or do you keep that something and sac wob (possibly even thinking about this at the beginning of this hypothetical and sac'ing it back then)?
overall this is something really minor, but between this and wobbuffet's lack of longevity, you aren't
always guaranteed a kill, let alone 2. with custap dbond, you have a very high chance of killing something, but it's definitely not concrete. on top of all this, wobbuffet v. anything that doesn't carry 4 attacks of the same category (physical / special) or something choice-locked. clicking encore on a mixed attacker, for example, can lead to you taking big damage; so while you may be able to kill that something off with counter / mirror coat, you've just taken damage from two hits. considering the general power creep we've seen in both x/y and oras (yes it's a sensational term), most of the time this won't be appreciated. this basically neuters wob for future use. not to mention if you get screwed over by a low roll, barely putting you out of custap range leading to the whole scenario i described above.
to summarize all this, wobbuffet was definitely overlooked. the thing had the ability to act as an excellent support pokemon for offensive teams (specifically those carrying amazing set-up sweepers like bd azumarill) thanks to encore, and it could eliminate threats with custap destiny bond, counter / mirror coat, and tickle + encore (to an extent). however, it was very inconsistent and easily worn down, putting you in a major risk v. reward scenario in the teambuilder alone. it would've been really cool to see this thing used to its fullest potential in tour play, but owell :(
that's my little post-ban rambling on wobbuffet based on my bit of experience with it. kinda pointless now i guess lol~