Okay, I agree that play prevention has always been apart of the game but back then, almost no deck was dependent on Pokebodies yet we had a ton locks for them and we did not have any real Pokepower locks till GG came out and as far as I could tell, not many deck ran Pokepowers.
We had attacks the hurt ex users like me and more ten likely those were autoloss game, we had effects that stop basic Pokemon, reduced their damage etc, but other decks did not suffer from them till and Houndoom UF did not hurt much because I believe Pidgeot was still around.
The real problem is Trainer lock. You don't an entire card system and say you can't play it. People need to play trainers. Sure I can agree the game can be slower but not by trainer locking. Now its getting to the point to when I make a deck, I'm running like 15 supporters. Something I've never done before. I ran 8 or 9 tops now looking at my deck 15+. That means I'm getting 1 trainer a turn. How is that fun.
All the above locks are valid but when I played Latilock in my deck, it was only for 1 match in a 10 tournament. All the other locks were also like that. There was no deck that was able to fight againest all decks like that. Plus any kind serious lock or play prevention was limited only to the active Pokemon and not bench sitters.
My problem with Vileplume is that it takes a needed engine, playing trainers, and says you can't do that and even worse, it does it from the bench and to top that, you can set even more up. What good is sniping, draging etc when they have 2 or 3 more looking at you. That 160 HP TTar hitting you for 120 a turn is pretty scary when you have a hand full of cards you can use but cant.
Also keep this in mind. Black and White no longer uses Pokepowers or Pokebodies and the legend series is over. Vileplume gets no counters and thats a problem.