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You can also put the Flame/Toxic Orb on another mon that doesn't care about the status (Clefable, or a Poison/Steel/Fire type depending on the orb) and Trick it away after it activates on your Guts/Poison Heal user(s).
Good as Gold doesn't outright prevent status conditions either, since it only protects your from status moves. If you want to prevent status conditions, Comatose and Purifying Salt exist.
I don't recommend using this, but with the right items (Choice Band + Life Orb + Flame Orb + Silk Scarf + Razor Claw + Scope Lens) Ursaluna can OHKO literally anything that isn't a ghost:
+1 252+ Atk Life Orb Guts Ursaluna Facade (168 BP) vs. 252 HP / 252+ Def Garganacl on a critical hit...
Unless Samurott teras. At +2 it easily 2HKOs you, and you can't KO back with Aqua Step + Close Combat:
+2 252 Atk Mystic Water Sharpness Tera Water Samurott-Hisui Aqua Cutter vs. 232 HP / 184+ Def Quaquaval: 214-252 (57.9 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Quaquaval...
I support Electric, either on its own or in combination with something else. Electric is a decent defensive typing, with three resistances and only one weakness, which is good for a wall. It also has two unique characteristics which make it especially good for a fast wall:
It's immune to...
I think it's actually the opposite problem: it's too easy for HO teams to tear fat teams apart. Brave Bird spam can OHKO virtually every non-resist and 2HKO all but the fattest resists (and with good predictions you can take out Garganacl/Kingambit with coverage moves), and there are probably...
I'm not sure single-use items can be coded as stated. Also, this seems very unbalanced; for example, Choice Band + Life Orb + Sharp Beak + Sky Plate is a massive power boost and still leaves you with two more slots for other items. I don't think any combination of defensive items can even come...
This sounds like it would be difficult to code. Also, you might want to ban Pokémon below level 100, otherwise FEAR teams can win the game with a single Endeavor (which probably isn't hard to pull off in most matchups).
All of these are subjective choices:
Blast Burn didn't exist in Gen 1, so when it was introduced it always had a recharge turn.
When Jet Punch was first introduced, it was a physical attack.
Abilities did not exist in Gen 1.
Ninetales-Alola never had the ability to set permanent hail. (And...