I was saying in general, I do not believe sand veil is such a problem that you would even need to team build around. However, there are options to deal with sand veil with other weather setters. Although I do agree it is a lot harder to play around, I still don't think it is player unfriendly enough to get a ban. I hate garchomp just as much as the next guy, but I also don't think it is something that is over the top of what you would expect from rng abilities. Consider flame body and static, in a rng based argument they are essentially the same as sand veil as to it is a chance where they will active on you. There are also other moves that don't check accuracy but they would fit into the same group as weather setters for the most part, or maybe even some compound eyes memes.
As for quick claw, I have no clue what the argument is for it. "you have no fucking clue if a mon does have it", lets say I bring a specs torkoal into a battle under a trick room and blow up your entire team, is specs unfair because "who would've thought a torkoal would bring specs?" If you need to know what mons bring what for certainty why even team build anymore? Whether or not it actives is a 90/10% chance in your favor which means most of the times you face a quick claw you don't even know its there. Losing to quick claw is painful in it's own right but I don't see why we need to ban an item because it is unexpected that someone brought it, and 10% of the time it ends you. To me that is a balanced ratio, and if anything I'd gladly play against quick claw.
The play around factor of a kings rock cloyster is to ohko it before the setup because of its lack of focus sash. Another way is to bring priority of your own because kings rock is nearly useless when forced into an ice shard situation, yes it can flinch with shard too but the odds are very small, and aren't truly effective(unless in a 1v1 at the end of a battle). Sucker punch goes before cloyster every time, but the only true sucker punch user that could beat cloyster is bisharp, and only if rocks are up. Other things like banded technician scizor also 2 ohko after rocks. Things like mach punch conkeldurr can play around them as well. Ideally the goal is to ohko cloyster before the setup to completely render it useless. There is ways to prepare for cloyster outside of tanking it, a well prepared team with 2-3 special attackers shouldn't even have to worry about no sash cloyster being a threat if played correctly(obviously given how the game plays out/team matchups).
Preparing for scarf air slash togekiss is hardly different and the flinch chance being close to the same as well.