I think the above users are overestimating the skill required to execute a Baton Pass chain.
Baton Pass teams are mechanical in nature, in the sense that the best move is usually obvious to the player, and that the team plays out the same each game. Get Scolipede in on something which cannot break its setup, secure boosts, and pass to sweeper (Espeon in the case of incoming Taunt / Whirlwind / Roar). The player doesn't have to worry about the nuances of hazard control, prediction, chip damage, etc. Given this one dimensional nature of Baton Pass, there can only be so much decision making (or skill) when piloting such a team.
Mediocre levels of skill accounted for, Baton Pass can only win or lose depending on team match-up. Or in other words, there doesn't seem to be much relationship between skill (beyond a low threshold) and success rate when operating / battling a Baton Pass team. To me this is the against the ideal of fostering a competitive metagame.
I think Baton Pass needs to be handled somehow. My preference is an outright ban on the move, rather than some complex ban, because:
A) Players have often found ways to abuse Baton Pass even with complex bans in place, making an outright ban the safest option for stopping yet another suspect test down the line.
B) We've spent an unusually large amount of time trying to preserve Baton Pass through complex bans, which is a treatment than other banned Pokémon / Moves haven't received. Not only is this inconsistent, but I just don't think Baton Pass as a whole has a high enough value to keep on preserving via complex bans.
Ban Baton Pass.