Going over the full list, minus the banned/useless ones... (Incidentally, why is Topsy-Turvy not listed as "useless"?)
Attract
Powerful if it pays off, but probably not worth it -many top-tier threats have no gender, and only a few relevant threats have fixed gender. I guess you could use this to, for instance, run an all-female team to make Landorus, Tornadus, and Thundurus much less reliable of threats... or an all-male team to mess up Chansey, which is pretty staple on stall.
Unfortunately, unlike most effects it will fail if you have the wrong Pokemon in front of the opponent and will wear off if you switch, so even in those contexts it's pretty questionable.
Baby Doll Eyes
Having priority is not a particularly relevant advantage. Unless you have some reason to run a specific Pokemon that happens to have Baby Doll Eyes... and really, even then... it's probably not worth it. Better than Growl just because it's harder for the enemy to block it, but not good. Charm and so on is superior.
Bestow
Theoretically could be kind of mean if combined with Choice Knock Off spam?
Captivate
This and Memento are your only options for harshly lowering Special Attack on the switch-in. As Memento KOs the user, Captivate might be worth considering. Overall better than Attract, anyway, since it doesn't break from you switching out your own Pokemon. Probably not worth eating one of your two Status Hazard slots, though, especially since it can trigger Defiant.
Charm/Feather Dance
Harshly lower every Pokemon's Attack on the switch-in for free? Awesome. Only Competitive and Contrary can really punish it, and the best Contrary user doesn't actually appreciate an Attack boost most of the time.
Confide
Lower Special Attack 1 stage. Decent for keeping the pressure from Special attackers off of you, but directly inferior to Parting Shot and Eerie Impulse outside of Defiant and Competitive getting to double-trigger off of those.
Confuse Ray/Supersonic/Sweet Kiss/Teeter Dance
plz ban
Cotton Spore/Scary Face/String Shot
Super Sticky Web, more or less. Note that Cotton Spore doesn't work on Pokemon immune to spore/powder moves.
Curse
Godly, putting tremendous pressure on literally anything that switches in, bar Magic Guard. All but forces the enemy to bring in a Defogger now. (Rapid Spin won't work against anything capable of setting Curse) Less useful against offense than balance or stall, arguably, but turning 80% hits into a KO at the end of the turn is nothing to scoff at.
Dark Void/Lovely Kiss/Hypnosis/Grass Whistle/Sing
Spore, but works on everything not immune to Sleep per se. (Or Sound in Grass Whistle's and Sing's case, but... what Soundproof 'mons?) Sleep Clause means it'll only work once, though. Probably powerful, might be too easy for the foe to switch in whatever least hurts to have asleep. Hard to say.
Defog/Sweet Scent
Kind of nifty as a support to spamming moves like Focus Blast and Hurricane. Debatable as to whether it's worth the slot, though.
Eerie Impulse/Noble Roar/Parting Shot
Weaken offense generally... but double-trigger Competitive and Defiant. Great stuff until the enemy turns it on you.
Parting Shot is mildly interesting, since the user switches out on setting it. Too bad it has terrible distribution.
Embargo
5 turns of no item is amazing. Scarfs can't actually revenge, Eviolite Chansey loses a third of its bulk, Leftovers 'mons have to wait an age to get any healing, Life Orb loses its punch... one of the best, most general Status Hazards in the game, as there's no way to actually punish it, and the only things that ignore it are some Acrobatics 'mons, Mega Pokemon, and Klutz Pokemon.
Entrainment/Gastro Acid/Worry Seed/Simple Beam
Forces the enemy to copy your Ability anytime they switch in, crippling anything reliant on its Ability to function at all, bar the Pokemon immune to the effect. Conversely, risks doing the enemy's job for them if they were planning on running Slaking, Archeops, or Regigigas.
Gastro Acid avoids giving the enemy useful Abilities, and Worry Seed and Simple Beam give them a fixed Ability. (Don't do Simple Beam, why would you do that) Overall Entrainment is the worst of the options.
Fake Tears/Metal Sound
Great for Special attacking teams: doubled damage on everything! As "Special wall with Clear Body" and the like isn't exactly a common archetype, it's genuinely difficult to deal with Fake Tears. Combine with boosting and you get calcs like
+2 252 SpA Life Orb Thundurus Focus Blast vs. -2 4 HP / 252 SpD Eviolite Chansey: 676-795 (105.2 - 123.8%) -- guaranteed OHKO
this.
Scary stuff.
Flash/Sand Attack/Kinesis/Smokescreen
Lower enemy Accuracy one stage on switch-in. Can be ban this as uncompetitive? It even does stuff like give Rapid Spin and Defog a 25% chance of failing to clear it! This is horrible.
Flatter
plz ban
Foresight/Odor Sleuth
Could be pretty cool on Normal and/or Fighting-focused teams, forcing the enemy to clear it if they want their Ghost to actually be a switch-in to Extreme Speed or Boomburst or Close Combat or whatever. There's also the Evasion modification-affecting thing, but eh.
Forests Curse
Add Grass type to everything on the enemy team and have Talonflame sweep.
Obviously don't combine this with trying to use Spore or anything of the sort.
Probably inferior to Soak and Trick Or Treat, strangely.
Glare/Thunder Wave/Stun Spore
Paralyze on switch-in is pretty amazing for ruining offense, and isn't useful against stall. Not necessarily ideal, though. There's probably better options. Compared to just lowering their Speed normally, it's primary advantage is honestly that it doesn't trigger Defiant/Competitive, which is itself mostly relevant for Bisharp Sucker Punch sweeping.
Growl/Play Nice
Your worst options for lowering Attack. Might show up in the meta anyway, if some good setter has one of these as its best option, I guess.
Guard Split
A quirky stallbreaker tool: run glass cannons, set Guard Split, laugh at walls trying to switch in. Probably inferior to just lowering their stat stages, however.
Guard Swap
Spam Close Combat and pass the penalties on to the switch-in. Particularly useful if combined with Roar or Whirlwind. (Which is totally a possible combination: Staraptor can do it, Cobalion can do it...) Could be neat.
Heal Block
The best stallbreaker, ruining any and all attempts to heal. All but demands that a Defogger or Rapid Spinner is able to switch in on whatever is going to set Heal Block.
Heal Pulse
Could be a mean trick to pull on a Magic Bouncer expecting to switch into something you don't want on your side. Don't use it otherwise.
Heart Swap
Stuff like Superpower, Close Combat, and Draco Meteor can be used to scare out checks -and then re-used.
Leech Seed
Stealth Rock neutral/one layer of Spikes, only it fails on Grass types but steals 1/8th of the their health rather than simply removing said health. Fantastic for a stall team or a bulky attacker team, and can make it easier to tolerate enemy damaging hazards.
Leer/Tail Whip
Eeeeh. There's probably better options, like Tickle.
Lock On/Mind Reader
Better than Defog, except for the part where it breaks if you switch one of your Pokemon out. Could maybe be useful in conjunction with Inferno, Dynamic Punch, etc.
Memento
Godly, with even Competitive and Defiant not getting that much use out of it -just +2. Requires you sacrifice a Pokemon though, so don't be too aggressive about setting it if you're not confident in your ability to punish an attempt to clear hazards.
Miracle Eye
Could be nifty for a Psychic-heavy team to make Dark types less of an issue. Otherwise useless.
Nightmare
Combines decently with throwing around Sleep. If there were no Sleep Clause, this could potentially be about as nasty as Curse, since it doesn't have a steep cost associated with it. Since there is a Sleep Clause, it's a lot iffier.
Pain Split
Run low HP Pokemon, set Pain Split, profit.
Probably inferior to Leech Seed, as the opponent can switch in their own low health Pokemon to heal it and harm you. Leech Seed has no such backfire risk.
Poison Gas/Poison Powder
I'd rather set Toxic Spikes, since they don't eat one of your precious two Status Hazard slots.
Power Split
See my Guard Split entry, but reverse the idea: stall can use it to reduce offense's effectiveness. Mainly notable for not triggering Defiant or Competitive and not being possible to be immune to like Will O Wisp.
Power Swap
Garchomp lobs a Draco Meteor, the target switches out because it can't take a follow-up Physical hit, Garchomp's ready to use another Draco Meteor. Could be neat... so long as you're not trying to set up too much, yourself.
Psych Up
Run self-penalizing moves, I guess. Power Swap/Heart Swap seems better.
Psycho Shift
Punishes attempts to inflict major statuses on you by passing them on when the enemy switches. Eh.
Reflect Type
I guess this is kind of useful, since so many types resist themselves. Might be neat for a stall team? Maybe?
Role Play
Steal enemy Ability any time they switch in.
Probably not worth it.
Skill Swap
Forcibly swaps Abilities. Has the advantage that even Magic Bounce is no protection, and if you're fine with being Skill Swapped, it can even be advantageous to overwrite one of the slots on your side with Skill Swap.
Screech
Harshly lowering enemy Defense is fantastic if you're Physically focused. Blocked by Soundproof, which is potentially unfortunate. Overall though, see my entry on harshly lowering Special Defense, and fill in with Physical attacker against Physical wall.
Sleep Powder/Spore
The previous Sleep moves, but spore and powder immunity. Spore's 100% Accuracy isn't as important to an entry hazard.
Soak
Force everything to be a pure Water type, overwriting STAB and making them consistently weak to Electric and Grass, bar Abilities. Sweep. One of the more amazing hazards with the right kind of team.
Switcheroo/Trick
Switch items around constantly.
Probably not a good idea, unfortunately.
Telekinesis
See Defog and Sweet Scent, only make it work on Clear Body and for moves with 50% Accuracy. Downside: Ground move immunity is given to them. Not much of a disadvantage if you weren't planning on running Ground moves anyway. Could be nifty.
Tickle
Lowers Attack and Defense. Honestly, I'm not sure it's worth running, but it is unique in lowering offense and defense at once.
Torment
Since Taunt is banned from being a hazard, Torment is a close second for screwing with stall -no, you can't just sit there Softboiling until you're out of the danger zone. Of limited utility otherwise, and isn't even effective against Wishtectors.
Toxic
Toxic Spikes can fill much the same role without eating one of your slots, but it takes two turns and has to hope the enemy is grounded. As such, Toxic has an actual niche. Mostly for punishing Stall. Again.
Transform
This is funny, but I can't imagine an actual purpose to it.
Trick Or Treat
Combine with Pursuit trapping for hilarity. If you combine it with Soak, even Fighting, Dark, and Fairy type Pokemon will take super effective damage from Pursuit!
Venom Drench
If you're spreading Poison/Toxic anyway, this is a pretty nifty way to punish offense teams, lowering both offenses and Speed all in one go. Note that it will trigger Defiant and Competitive three times, however. (Though thankfully Bisharp is immune if you're not using Soak to bypass that or something)
Will-O-Wisp
Cripple any Physical attacker that isn't Guts or a Fire type while racking up passive damage. Awesome.
Yawn
Delayed Sleep inducement. There's probably uses to this, though I'm not thinking of any.