From Nintendo's perspective, critical hits are actually an important part to what keeps the game engaging for young audiences, in that no matter what, there's almost always a way out of a bad situation if they believe in their Pokemon enough (critical hit, freeze, flinch, full para...). While there will almost certainly always be some element like this present in Pokemon games, Game Freak has shown interest in maintaining some sort of balance between luck and competitive skill (increasing Will-O-Wisp accuracy after a VGC multi-miss disaster, scaling Critical Hit damage back from 2x to 1.5x, etc). I don't think they'll ever be fully removed from the core games, since the ability for any hit to break past a defensively set-up Pokemon is important for the target audience. Smogon also isn't at liberty to simply say "critical hits are banned," since many people choose to play by Smogon rules on the official games, and removing luck-based elements like Ice s or criti hits to create a more competitive game is generally out of our control. The only time we've done something like that is with Freeze Clause in gen 1, which says that 2 Pokemon can't be frozen at the same time because of how absurdly overpowered freeze is in gen 1 and assisted by the fact that not many people play RBY on cartridge.