My main argument was that hazards are not a problem in tier and that counterplay to it is not limited, hence why I posted the guide. Most teams in SV OU are built to keep hazards out or minimize the effects of hazards. This isn’t even unique to Gen 9. There have been several teams from Gen 3 to Gen 6 simply don’t have removal, yet find success, and its not just HO.
Balance structures are doing great rn, better than ever. Players have remembered that Tusk is a really consistent form of hazard control and great mon in general, they started branching out from the standard Boots Spam Balances to more diverse Balance teams. Again, Corv as a Defogger is fine, as long as you pair it with good breakers that exploit Ghold it should be fine.
Also I want to state that I didn’t mean that hazards were the only ways of dealing with breakers like Wogre and Kyu, but hazards are often the best ways at dealing with them for Balance. Its been like that since the inception of hazards. A hazard clause would unironically nerf fat structures for no good reason because they often bank on chip damage to make progress, especially Stall.
SV OU is not an HO-infested meta like how GSC isn’t all Stall, but if you play overly passive, you’re going to play punish. Balancing safe and aggressive plays is important. Spikes incentivizes this, and I don’t see a problem with that.