That said, whilst I'm here I'd like to address qsumbreon's points on VGC, because they bug me. In no way should item clause use be decided due to any VGC evidence anyway as it's doubles not singles, but this needs to be addressed as it's almost entirely wrong.
1) It depends on what you mean by less switching if I'm honest. In many games, especially higher level play, switching is utterly crucial in VGC and it's not unusual to see more switching per turn than singles. Entry hazards are poor as there's no way to set them up in a way that inflicts a lot of damage unlike singles, and uses up a valuable slot in a game where you only get 4 to begin with. Now, it's never going to be the case that it'll rival a stall team in singles, but the general idea that VGC has little switching is at best incorrect and at worst harmful to new players in the tier. Realistically, the only time there's not much switching is when one person is playing a hyper offensive team.
2) Never have I read a point that misjudged VGC so badly. VGC if anything was far more varied than OU at the end of gen V and cannot possibly be reasonably described as stale. This is the same meta that had the UK champion almost win UK nationals with a Gary themed team; had hail, trick room and tailwind as a viable team basing and where EV spreads were incredibly varied (224 HP / 72 Def / 136 SAtk / 76 SDef / 4 Spe Cress, 40 HP / 48 Def / 128 SAtk / 104 SDef / 188 Spd Thundurus, 252 HP / 116 Atk / 4 Def / 136 SpDef Metagross to name a few). You would never see those things in top end singles teams unless they were commanded by a very stubborn, high level player - they just don't function very well in singles. Likewise, spreads which help bulk are, on the whole, worthless in singles where most battles depend on X entry hazards doing flat damage and hitting first can neuter all opposition, which isn't the case in doubles where the partnered pokémon can strike and multi-targeting moves exist. I can only assume you didn't play it much honestly, or assumed that variety only comes from the pokémon used (though I'm fairly sure there's also more different pokémon used as well) and not also sets, spreads and team types.
3) VGC doesn't have item clause to inhibit stall, it has it because every single format TPCi has ever run has had item clause. Indeed, stall is alive and well in VGCs, with one of the top players going so far as to RNG shinies only so that the extra frames of animation counted down the clock a little bit to enable a stalled win on time. Whenever a system has timed battles, you will see stall - VGC is no exception, especially with no evasion clause and protect being on many things. Just because the end game for stall isn't killing everything doesn't mean it is absent. Again, I can only assume you didn't play much as if you had, you'd both know how long VGC events go on for and that the timer is in all battles to prevent overrunning massively. This has nothing to do with the item clause choice.