Okay, so in response to Opt, I think the sets should go along the lines of something like this:
[SET]
name: Fling
move 1: Fling
move 2: Earthquake
move 3: Acrobat
move 4: Protect / Taunt / Swords Dance
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 184 Def / 72 Spe
set comments:
-mention alternate spread of Jolly, 252 HP / 40 Def / 216 Spe. This beats Jolly Lucario and several other slower things, including Heatran, Smeargle, and the occasional fast Skarmory. This spread is probably ideal for Swords Dance and maybe Taunt variants.
-mention Jolly, 4 HP / 252 Atk / 252 Spe spread for Swords Dancer
[SET]
name: Non-Fling (or some better name)
move 1: Earthquake
move 2: Toxic
move 3: Protect / Taunt
move 4: Ice Fang / Facade
item: Toxic Orb
ability: Poison Heal
nature: Impish
evs: 252 HP / 184 Def / 72 Spe
set comments:
-mention alternate spread again
-mention Aerial Ace as an option in the fourth slot
Optional Changes:
-mention U-turn
-mention Roost/Stealth Rock, which are only legal with Sand Veil
-mention Fire Fang for Nattorei
Reasoning:
From my experience, most people have opted to run defensive spreads to more comfortably check threats like Terakion and Doryuuzu; however, I think the Speed investment is to outrun +Speed Tyranitar is worthwhile. Yes, you can scout its Ice Beam with Protect (or just assume it has Ice Beam), but there are situations where you will want to outrun it, such as if it's ever in Earthquake KO range. Furthermore, the Speed investment isn't large, so why not? I think, however, that an alternate, faster EV spread should still be mentioned.
I only see the need for two sets, maybe three (split the Swords Dance set from the first set and make it separate). There isn't a static lead position anymore, so there's not much need for a lead set, especially when you can probably just use one of the aforementioned sets as a lead. Baton Pass's main use last gen was on DS Azelf/Metagross teams, a strategy that also loses of its effectiveness from Team Preview. Finally, there's the issue of Roost, which I don't think deserves a mention outside of Optional Changes. For one thing, practically nobody uses on the ladder uses it because Poison Heal is decidedly superior in practice. I can go further into detail as to why it doesn't deserve a mention, but at the risk of repeating myself too much, I won't unless asked to.
So, that's just my 2 cents, would appreciate any input; otherwise, I'll stamp this after the skeleton has been changed to reflect this.