I am kind of new at this VR thing, so I apologize if I have any mistakes or faux pas on this. I have three nominations, and they are all a-.
Jellicent

B > A-
Yeah I can see this was dropped in May to B, and I think with most of its threats driving it to B are gone, it should come right back up to a-. have found myself using Jellicent a lot more as a physical wall, and for good reason: The tier shifts have been hugely favorable for it in eliminating difficult pokemon for it to play around with. The standard Colbur set does a decent job of stallbreaking on top of being a fantastic physical wall. The naturally high special defense with good defensive typing allows it to do some defensive work on the special side as well in a pinch: Hurricane from Charizard is the strongest attack it can use against it, and it only 3HKOs. As well, it has a fairly flexible movepool to work with: In terms of offensive tools it has stuff like Dazzling Gleam, Energy Ball, Giga Drain, Ice Beam, Shadow Ball, Hydro Pump, and even the infamous Water Spout, with Trick rounding out potential specs sets. In terms of support/defense tools, Magic Coat, Toxic, Trick Room, and Strength Sap can give some variance; I have been badly punished before coming into a Jellicent expecting a defensive set, only to eat a specs boosted Water Spout.
The weaknesses compared to it's main competition lay in secondary roles, and magnitude. It doesn't set up hazards, it doesn't absorb status very well, and it loathes residual damage. Compared to the likes of Regirock and Weezing, it also has less immediate defensive presence; adding in the weaknesses to stuff like toxic and spikes, and there is a real danger of being overwhelmed by physically-based wallbreakers like . Being a spinblocker also is compromised by being easily driven out by Tsareena, though they usually don't like being burned on entry either.
In short, its work as a physical wall, knock off absorber, and the fact that everything making it's life terrible is gone (except Scrafty but it can handle the bu set on the standard set) makes me nominate it back to a-.
Drampa

C >A-
This is a very big jump, but I feel very strongly on this. With Guzzlord and Heliolisk sent to NU and Aloha-Eggs banned from the tier, there is a big opening for both dragon-based wallbreakers and ghost immunities. Drampa does both. It is really, really good at melting special walls. The most dramatic wallbreaking niche, to me, is that Cloud Nine Drampa has a 87.5% chance to OHKO Gigalith with grass knot, and 2HKO with Draco Meteor. The discussion about Magmortar above as a wallbreaker stands out to me as. Magmortar as a wallbreaker depends on making accurate predictions on who is coming in, and nailing that weakness. With Drampa, the wrong prediction depends on immunities usually. If there is a ghost type, and a fairy type on the other team, a bad prediction is 0 damage. In turn, with the exception of Silvally-Fairy, a correct prediction means they are OHKO or very close to it. If there is no ghost or fairy types, or there are none left, Draco Meteor or Hyper Voice inflict so much damage even on resist. It's kind of the opposite of Magmortar; because Dragon/Normal is such a neutral offensive typing, the pressure on your opponent is a different dynamic. For Magmortar, it needs to be hitting weaknesses. For Drampa, it needs to avoid hitting resists or immunities. Sw. With Drampa, you either have a steel/fairy/rock/ghost in reserve, or you are losing 1 pokemon every time Drampa comes in and you can't KO it.
Weaknesses is that Drampa is pretty easy to overwhelm. Drampa is not one of those wallbreakers that can sweep in a pinch (compare to Magmortar, again, who has respectable speed for PU). It is slow, and while it has adequate bulk, it can be revenge killed really easily by stuff like Pass and Whimsicott. While the Calm Mind set does a better job of not being worn down and easing prediction against specially offensive checks, physical checks can still slam through them. The hit and run nature of the specs set also gives opportunities for setup threats like Scrafty or Gallade to come in, so you need to be mindful of that as well
https://replay.pokemonshowdown.com/gen8pu-1378286860
In this game, Drampa does some good work disrupting a sand strategy; Drampa can get revenge killed easily by the likes of Whimsicott and Lycanroc, but they can't get in safely (I probably should have hyper voiced the Whimsicott, but it worked out in the long run) and Gigalith and Lanturn can't reliably wall Drampa and allows him opportunities to come in several times in the fight, and Garticuno and Jellicent open opportunities to draw them in. I should have done more Draco Meteor over grass knot, but OHKOing a Gigalith at full HP with a special attack feels so good.
https://replay.pokemonshowdown.com/gen8pu-1380367695
In this game, my opponent has no fairy types, no ghost types, only resists versus draco meteor and hyper voice. Drampa basically does everything I can hope it could. The combination of Fire Blast (a misprediction into Ferroseed that becomes moot) and Future Sight overwhelms my opponent's Garticuno. Draco Meteor gets a high roll (I think) on Gigalith, who gets obliterated since Charizard's Overheat put on just enough chip. Drampa secures one more last KO thanks to Future Sight pressuring Tsareena, before getting taken out. Another 3 kill match for Drampa, that makes it easier for the rest of my team to clean.
I am overall vouching Drampa to A-. It's really good at melting walls. Really only silvally-fairy can take anything it has, but it also doesn't have recovery so applying chunky damage is progress on a fight. It's been a lot better than C rank for a while, but there hasn't really been a reason to use it when Aloha-Egg providing more power and defensive utility, and Guzzlord providing more bulk and defensive utility. Without those pokemon around, Drampa stands out as being the hardest hitting special attacker (thanks to Draco Meteor) in the tier with good switch in opportunities with ghost immunity (and grass immunity with Sap Sipper if you aren't worried about Gigalith) and dragon resists in water, grass, electric, and fire. If you rely on your dragon immunities or resists to deal with Drampa, those fairy or steel types are going to be either overwhelmed by Hyper Voice or Fire Blast. If you rely on normal resists or immunities, those ghost or rock types are going to be overwhelmed by Draco Meteor, and steel types will be overwhelmed by fire blast. The fourth slot is a wild card; I like grass knot for hitting Gigalith as hard as possible (Thank you Chlo for the recommendation!), but Drampa's wide movepool makes it awfully customizable to pinpoint down specific targets that you want to deal with without relying on Draco Meteor.
Articuno-G

> A-
I feel A- is a good starting point for the Galarian Articuno. Mostly because it's a really good future sighter that also does a decent job of sweeping. It has a pretty high 125 special, it has a good speed tier at 95, so it can toss future sights out and uturn before the opponent attacks, or calm mind and sweep. Defensively, 90/85/100 defenses are fine (though I have issues with the defense typing) that allows you to even survive some super effective hits, and are fast enough to recover them off for longevity. I think the future sight set is the strongest set it has, but I have had some success with bulky calm mind sets since they are easier to come in with.
It's big issue I have found is that psychic/flying is a pretty tough defensive typing to work with in PU. Ground immunity doesn't mean much when you are weak against stone edges and shadow balls, and a double fighting resist doesn't help when you got a neutrality to U-Turns and a weakness to knock offs. More often than not, I find an opportunity to come in for Future Sight or a Calm Mind setup, and I eat enough chip where I have to go with recover instead. A lot of pokemon pressure Garticuno offensively, and including Garticuno on your team ends up exposing more weaknesses defensively than you can really cover. Adding to the mix is that while Guno has some fantastic offensive traits, its movepool is passable at best, anemic at worst. Outside of a zany physical set I've seen once with Brave Bird, your specially offensive options for direct attacks is Freezing Glare, Psyshock, Shadow Ball, Air Slash, Hurricane. It's not great.
Despite these weaknesses, I vouch for A-. A lot of future sight users in the tier are always lacking something, whether offensively weak or painfully slow or can't come in safely or can't heal themselves. Galarian Articuno is adequate enough in defenses where it can come in safely, can heal off damage it inevitably takes over a fight so it can do it multiple times, while maintaining offensive presence with a good speed tier and high special attack. It also is a solid calm mind sweeper that can clean teams. Add in Competitive giving it extra utility to punish defoggers, and you have a good future sight + sweeper role compression.
I think there is arguments for each of these being b+ or a. I know Zoowi was looking at A for

. I feel they have enough issues and flaws to keep them from being a, but enough strengths to keep them from b+. I am eager to hear argument for or against, and welcome any critiques in my vr analysis!
Thank you!