Quick Draw:
I support the initial proposal for a Quick Draw buff that activates on user command. I believe that this would be a great addition to the game, as an ability of such caliber creates opportunities for skilled players to explore new strategies and set-ups while allowing the native wielder to hold a distinct niche in a metagame in which it is otherwise overlooked. Although anachronistic given recent metagame trends that appear to deviate from such ideals, the continued introduction of Pokemon that utilize player input to create unique ability-based playstyles is beneficial to metagame diversity, and I wholeheartedly embrace the opportunity to do so.
To address balance concerns, with the recent loss of high-power combinations, leeway has been created in drafting a set of substitutions, so further accommodations for counterplay may be unnecessary. Furthermore, issues of ability transference and replication are minimal, as the usage of an action to remove or copy a utility-based ability is rarely justifiable in a DPR-focused metagame, and the popular Tracers either lose to the native holder of Quick Draw or, as I suspect, would receive greater benefit from duplication of Regenerator. Therefore, I am comfortable adjusting Quick Draw without much scrutiny, as harsh constraints may simply lead us to another such discussion in a few months' time.
Doom:
I am not opposed to a reversion of the nerf, but given that the prior state was neither viable enough to warrant consistent usage nor enjoyable to employ or encounter in battle, I propose a superior alternative: increase the rate at which the counter ticks to once per action, beginning at the end of the following action. With an effective timer of four actions, risking a single move and thirty hit points to inflict 30 damage is suddenly an attractive option, as the output is in line with peak competitive DPA standards, yet the reward does not arbitrarily lock itself behind an unrealistic timeframe; to briefly expand upon the rationale, given the choice, the vast majority of Pokemon would rather land a solid hit in their losing matchups and advance the player's win condition than gamble with Doom, and preservation of a trapped foe for three rounds often requires a conscious effort not to score a knock out, at which point the choice of inflicting Doom becomes a detriment to the user. Furthermore, adequate counterplay is retained, as both players are given an opportunity to self-switch or manipulate phazing effects regardless of turn order, and devoting an additional action to ensuring one's opponent is trapped often incurs a steep hit point cost which may exceed the value of Doom itself.
Additionally, I suggest a change to the fixed damage from a static value to a percentage of the afflicted Pokemon's maximum HP, such as 33%, on the grounds that the Doomed condition is currently less viable against Pokemon with particularly large base HP scores due to their ability to absorb the damage with relative ease. I presume that this is an unintended consequence of the initial change; therefore, such a solution provides a sufficient remedy to the issue and is supported by precedent from moves such as Belly Drum that incorporate similarly variable damage formulae.