Baton Pass:
Baton Pass in LC is most certainly not overly difficult to deal with; I don't think anybody is genuinely considering that. In fact, it's arguably not even that good; if you played a large number of games with a Baton Pass chain and then a large number of games with a team that is considered "standard", you would probably be able to win significantly more games with the standard team. If the opposing team packs Cottonee or Tauntfoo or Onix or Whirlwind variants of Hippo/lax, of course it's still possible to win, but unless you have one of the very specific Pokemon to beat said threat, you'll be fighting a very, very uphill battle. Furthermore, all of these are viable choices, and most teams can afford to fit at least one of them (offensively leaning teams can use Cottonee or Tauntfoo, and defensively leaning teams can run a phazer).
The issue here arises if you lack one of those four Pokemon, which isn't all that unreasonable; there are a lot of things Mienfoo wants to do with its fourth slot, or you might want to use a different Fighting-type. The other three Pokemon are somewhat difficult to fit onto the average team due to their very noticeable drawbacks; Cottonee's lack of reliable recovery and exploitable double weakness often renders it a shaky check to many threats that it's supposed to beat despite its overall excellent utility, Onix is weak, specially frail, is easily worn down, can really only do a few things that may not have much of an impact in the overall match, and simply isn't very good, and Whirlwind Hippopotas/Munchlax are a bit too slow and defensive to be able to fit onto teams that appreciate momentum. If you also lack something from a larger and more versatile pool of threats that is able to force a positive match-up against specific Pokemon that Baton Pass chains often lead with, then you're usually pretty much done for. Admittedly, this is a less reasonable situation now that Baton Pass has been established as a legitimate threat.
Examples of Pokemon that are able to beat certain Baton Pass leads but not others include Chinchou, which can severely threaten Torchic but struggles against Gothita, Shellder, who can Rock Blast Torchic but is taken out by Gothita, and Houndour, who traps Gothita but is Substitute bait for Torchic. In the case that the team facing Baton Pass runs one of these, turn one becomes a risky coinflip. If the Baton Pass user picks an unfavourable wrong lead, then a great deal of momentum is lost, the Baton Pass user might lose a key team member, and the chain will probably fall apart without it. However, if the Baton Pass user picks correctly, then the Baton Pass user gains a very large advantage over the opponent from the get-go, be it an important check being picked off or a free Substitute being set up, which will usually snowball into a situation where the Baton Pass chain cannot be stopped. Essentially, the game is decided on turn one, and that's neither competitive nor very fun.
The main difference between having to pack a check for Baton Pass chains and having to pack a check for other archetypes like Zigzagoon offense or Birdspam is that even if you do not have a dedicated check to Zigzagoon offense or Birdspam, you can still pull off a clean win by sufficiently pressuring the opponent's team and baiting out and removing their win conditions. On the other hand, if you lack a Baton Pass check and you're up against a Baton Pass chain, you're pretty much guaranteed to lose, bar factors that are irrelevant to decisions made by the players. Being forced to rely on hax or the Baton Pass user's misplays isn't at all a valid argument because it's completely out of the player's control, and frankly, an opponent who is unable to make the incredibly basic plays that Baton Pass requires to be effective in such a scenario will probably lose regardless of the team used. Because of how straight-forward using Baton Pass or fishing for hax is, both sides are more or less reduced to auto-pilot; little to no strategy is involved.
The best way to nerf Baton Pass would probably be just to limit the number of Baton Pass users per team to two or three. By preventing chains from running all of the tools they need to get around important impediments to the Stored Power sweep, the methods available to play around Baton Pass throughout the match increases dramatically, which makes fitting several effective Baton Pass checks onto a team much easier to do. Furthermore, because of the decrease in available stat passers on the team, Stored Power becomes less potent, turning the act of actually playing around the chain into a genuine possibility. This way, the much more legitimate Quickpass teams, where Torchic merely acts as a solid offensive support Pokemon, will still be available.
tl;dr Baton Pass deserves a nerf, not because it's too good, but because it has the tendency to decide the outcome of games too early for strategy to come into play, even against competent teams.