Gonna hop in and give my intake on this debate about to begin (keep in mind if I write something potato it's because I'm sleep deprived rn)
^note, going to be my opinion as a Player, not Staff Member.
TLDR AT THE BOTTOM IF YOU DON'T WANNA READ
Bosses are the most flawed introduction, by far, in the history of PRO. The problem with Bosses is that they are extremely easy to cheese with a single team (even if some bosses require some strategy, by strategy I mean you click onto a different pokemon sometimes and that's about it), they reward too many good items, money and PvE coins compared to other PvE farmable content. PRO's economy is extremely overinflated to beyond a salvation point, IMO. There's a few issues with it. Dig Spots barely give anything in comparison even if abused multiple times, Pokestops, Excavations, Headbutts (lol I forgot these even existed) Battle Tower, Bug Catching Contest and so on.
One thing is making these "newbie friendly and accessible", but after almost 7 years of the game running, we must accept that these are mostly done by lategame players too. These are just not worth the time for lategame players (even for early game ones, tbh) after the money item nerfs (which I personally believe were necessary but without compensatory buffs we're just sinking the capability of new players to be able to farm money to the same rate as before).
Nerfing the rewards and making them harder affects EVERYONE, not just advanced players. Targeting a WHOLE thing will affect everyone, and newbies will be more affected naturally. We don't have to spoonfeed them either, they're newbies, they have to learn, not copy and paste the first thing they see on a forum guide or a youtube video. At the same time, it starts to be gatekeeping to ban every single strategy. Smeargle was plain broken in bosses, it wasn't just the Sleep + Substitute + Setup + Baton Pass combo, it also had other sets that could be exploited and have a near 100% if not 100% winrate on hard. The nerf still hurt a lot though, many players are currently frustrated due to the most flexible pokemon in existence (but also the easiest to exploit with) being banned.
Banning whole strategies is extremely restrictive and not the way to go (IMO). Is it true that Baton Pass vs an AI is broken? Yes, unfortunately. But now Baton Pass strategies are way less reliable, more crit prone and weaker (in general, there's still some cheese teams that can be used), and right now use rare to very rare pokemon in their team compositions (unless you have 400iq and found out that you can make Baton Pass teams out of Common pokemon and make them work everywhere, which I cannot state how or I'll get it nerfed and Walross will slap me in the back of the head). It's an AI after all. It doesn't matter how many things you ban, players are going to cheese them.
Deflating the economy is necessary, yes, but if we gatekeep new players from even trying bosses out because they're too hard or unpredictable (which I now appreciate because you have to think your strategy a bit more now), these start to not be worth the difficulty anymore, unless you can just copy and paste the same team for every single one of them, after you read up on forum guides or youtube guides which explain how to cheese them to the fullest extent. PvE content such as Bosses is there to be farmed for money and players will optimise and cheese it as much as possible, AIs are not invincible, this was prone to happen sooner or later and we shouldn't normalise it but we have to accept that this type of content is there to be farmed for its sole purpose, money and PvE coin item providing (aside from other items, shiny chances and rare pokemon).
Baton Pass also enables players to try new things against bosses. You can even try to sweep them with Sash Adamant Magikarp spamming Flail at 1 HP while at +6 ATK and SPEED, finally make things like eviolite Gurdurr or Light Ball Pikachu viable in PvE and more and more. Uncommon pokemon that are Untiered or never used in Pokemon find their place in PvE. Banning Baton Pass also makes some of these pokemon that were already borderline unusable even worse. Banning Smeargle already wrecked the utility of many pokemon, banning Baton Pass itself would render hundreds of pokemons useless because you'd only resort to the best options and it would disable all creativity when making strategies to sweep bosses. Baton Pass is not an instawin, it requires many minutes and knowledge of many of the bosses starting pokemon items, moves and what they will do and trying to make them not switch out by tossing them pointless items which will not lock them into choice locked moves or make them run out of PP, avoiding Destiny Bond, Disable, or Perish Song too.
As a last comment: Yeah, an ideal world would be a world where we can build 6 different pokemon per Boss, then train them up and fight them 1 on 1. Then you realise bosses:
-Literally cheat with 252 EVs on every stat on Medium and 400 in Hard
-You have to train 6 different pokemon PER BOSS
-There's over 40 bosses, that's 240 pokemon unless you reuse them (let's say 1/3 bosses you do them with the same teams, so 240 divided by 3, around 80 pokemon)
-Still atleast 80 different pokemon you must hunt to level 100 with correct ivs natures etc, ev train, moveset train, find their items and use them in bosses.
-^the amount of hours this can take for a new player (or even old player) to acheive.
Instead of having a Baton Pass core where:
1-2 Debuffers per boss
1-2 Baton Passers per boss
1 Hazard Setter
1 Sweeper (can be a different one per boss or we use multiple ones and each one takes different bosses, example: Slowbro takes Rock, Ground, Fire, Fighting, Poison based bosses, then we use Clefable against Dragon, Fighting, Dark type based bosses, and so on we continue with more).
TLDR: The problem with Bosses is not just how cheesable they are, it's how overpowered the rewards are to other farmable PvE content available and how players feel Bosses need nerfs to the used strategies against them, instead of focusing on the rewards problem. Baton Pass as a whole is a healthy mechanic that promotes creativeness in PvE when you don't abuse the same things over and over, as it enables you to buff ANY pokemon to absurd stat limits and try underused or useless pokemon you'd normally never use.