My thoughts on this debate
Drought is terrible for the metagame because of everything kokoloko said. It's powerful, too hard to counter, and the metagame is more enjoyable and diverse without it. Those of you who said that Hippopotas and Snover counter sun, have you realized that pretty much every pokemon on a sun team carries either a grass or fire move? The sun also makes Growth more dangerous, as it gives the opponenet a swords dance and nasty plot in one turn. Combined with chlorophyl, your opponent is running around with +2 Atk, +2 SAtk, and +2 Spe (and possibly +1 Def and +1 SDef from an evo stone). If you think about it, with an evo stone, sun sweepers can get +1 in every stat and an additional +1 in all of the sweeping stats. Most of these pokemon are resistant to fighting priority, so Dokkora and Croagunk aren't going to work here. The fact is, Sun teams can eliminate their counters easily, can set up easily to blow through evo stone pokemon, are too fast to be killed, and really aren't hit hard by priority. Drought cannot stay in this metagame.
As for Murkrow, 4th Gen OU Salamence is not a great comparison. There are many differences that make Murkrow more broken. Salamence could run several different sets, but for the most part, they were pretty much the same thing. Mixmence, DDance Mence, Scarf Mence, Bulky DDance Mence, they all have their differences, but they aren't as different as sets like CMKrow, LO Krow, MHeart Krow, Bulky Krow, Special Krow, Physical Krow, etc. Murkrow is too unpredictable, and counters to one set die to another set. It's just too unpredictable set, and each set is just soo good. Another difference from Salamence is that it doesn't have an easily exploitable weakness. Salamence could be revenge killed by any fast, scarfed mon with an ice move or anything with Ice Shard. Murkrow doesn't have any x4 weaknesses, so it's not so easy. Murkrow could also have an evo stone or a berry, making it even harder to kill, which Salamence can't really have. In addition, Murkrow can have priority non-attacking moves. That means priority recovery, priority set up, priority subs, priority featherdances. Salamence may have great attacking types, but Murkrow has its own base 120 power move and it isn't locked into anything. Furthermore, Salamence does not have a STAB base 80 power priority move. Murkrow does. So Salamence can't even describe how broken Murkrow is. Murkrow must be banned now.
This has been largely overlooked, but DeepSeaTooth is broken. It was broken last gen, and with Shell Smash is even more broken this gen. After one Shell Break, Clamperl gets +2 Atk, +4 SAtk, and +2 Spe. Yikes. Clamperl reaches a max of 26 speed after a shell smash, which speed ties pokemon like Scarf Magby (who isn't going to want to lose that speed tie. Pretty much everything is OHKO'd by Clamperl, who gets great coverage with Surf, Ice Beam, and either HP Electric or Grass. I know it's not terribly common, but when people start using it, it'll become much scarier.
Zuruggu really isn't that big of a deal. It doesn't really matter weather or not it is running ZHB over Ice Punch. Dokkora and Croagunk have access to priority, so they can kill it before it can touch them. Any other pokemon can just run a scarf. Most scarfed pokemon can outrun Zuruggu and kill it easily. In fact, any scarfed flying mon can kill it easily (Zubat and Gligar work wonders). Scarfed fighting types also kill it with ease. Machop, Mankey, and Mienshao can kill it really easily, and those guys are everywhere. In addition, it doesn't even have to be a STAB move. As long as you have a scarfed revenge killer, you can kill Zuruggu with ease. There are several pokemon that can just stop Zuruggu as well. Monmen can encore its DDances or paralyze it, Wynaut can counter it or make it set up, and Evo Stone Meditite can check it. Murkrow (if not banned) can use priority featherdance. And guess what? Pokemon like Tesshiido are HJK magnets, right? Here's a secret: Protect. If you use protect, you can scout, possibly hurt Zuruggu, and it works great with Leech Seed on other sets as well. Or, if protect isn't your type of thing, predict a HJK and switch to a ghost type for major damage. Zuruggu really isn't that hard to stop, you just need to use your head and be prepared for it.
Meditite is powerful, but I think it can stay in the metagame. Meditite can't raise its speed like Zuruggu, so it's really not hard to revenge kill it. Most scarfed (or non-scarfed) flying or ghost types can OHKO it without any difficulty. Meditite can pack a punch, but it's not ubeatable. Slowpoke walls it pretty hard, and to be honest, since most Meditite rely on Fake Out, Bullet Punch, ZHB, and HJK for coverage, most psychic types can survive its attacks. Now, dont' always send out Psychic types, because many can run Ice Punch to take care of Gligar (which is stupid, because Gligar outspeeds and OHKO's). Meditite is just too frail, too slow, and can't really do anything to fix it. It's too vulnerable to other strong, fast pokemon.
EDIT: Okay, I didn't mean to nominate anyone, I was just putting in my 2 cents on the debates. Editted to make it look like less of a nomination.