I don't think Tailwind strategies are the best strategies in the metagame, but they're definitely viable and popular right now. For that reason, I'd say that Trick Room is (as always) an excellent metagame call. A well-built Trick Room team has a good matchup against a Tailwind team for obvious reasons, as well as threatening plenty of other common team types (Turning fast weather sweepers into liabilities, "outspeeding" things commonly found on most teams under Trick Room, etc.) Most teams usually either have only 1 Taunt user or a single slow Pokemon as their Trick Room check and call it a day, assuming they bother preparing for Trick Room at all, and people have had success with Tailwind in both Doubles and VGC so it's definitely a promising idea that I haven't really seen utilized much lately for some reason.
In my experience at least, I have been encountering more and more Trick Room counters on the ladder (1700+ players), and I think this is in response to the once extremely popular Trick Room, which towards the start of the ladder (along with Rain) was immensely popular. This doesn't mean that Trick Room is bad though. It is a very effective strategy (I don't use it much unfortunately, mostly a playstyle thing that I should try to eradicate), and good against Tailwind, and overly fast-paced teams, which are getting some more use. It should be noted that the top 2 teams on ladder are built around Trick Room, though the top ranked players aren't necessarily the best, due to the whole deviation concept (Blank_Zero, for example, had a relatively easy win against the current #1). I tend to run semi-Trick Room when I use it, I'll provide an example team like that I used once (too lazy to add in sprites):
Tyranitar @ Chople Berry
Trait: Sand Stream
EVs: 252 HP / 252 Atk / 4 Def
IVs: 0 Spe
Brave Nature
- Crunch
- Rock Slide
- Low Kick
- Protect
Hitmontop @ Fighting Gem
Trait: Intimidate
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Close Combat
- Sucker Punch
- Wide Guard
- Fake Out
Cresselia @ Expert Belt
Trait: Levitate
EVs: 252 HP / 4 Def / 252 SpA
IVs: 2 Spe
Quiet Nature
- Psychic
- Ice Beam
- Hidden Power [Fire]
- Trick Room
Gastrodon @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 4 SpA / 252 SpD
IVs: 0 Spe
Sassy Nature
- Earth Power
- Ice Beam
- Stockpile
- Recover (also ran Protect w/ Sitrus at one point iirc)
Excadrill @ Life Orb / Lum Berry
Trait: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- X-scissor
- Rock Slide
- Protect
Thundurus @ Sitrus Berry
Trait: Prankster
EVs: 196 HP / 40 SpA / 252 SpD / 20 Spe
Calm Nature
- Thunderbolt
- Hidden Power [Ice] / Swagger
- Taunt
- Thunder Wave
Basically, a SandRoom team with the ability to clean up afterwards with Excadrill, and stop other Taunts and Trick Rooms with Thundurus, though offensive Thundurus can trouble him. Basically, the concept was, if I could get Trick Room up, I would generally lead with CressTop or CressThundy, based on whichever one worked. Then I would get Trick Room up, and from there I would proceed to weaken the foe down as much as possible while he stalled out Trick Room. Then I could continue this or simply go bulky attacking, since no pokemon on this team really relied on Trick Room to do its job. After I was done beating away, I would clean up the mess with Excadrill. Pretty simple. I started off with a Swagger + Lum thing for Excadrill, but since I usually didn't use him until late-game, I just switched both of those sets to standard movesets & items. What I liked about this team was its ability to trouble opposing Trick Room heavily. Anyways, apart from the speedy Excadrill & Thundurus, it is pretty standard, so I son't need to say much more.