Protector: For many physical attackers this means preventing scald burns, can be an interesting sidegrade to lum berry.
Sachet: Good for stopping choice band pokemon, even though i voted for it i can't see many pokemon running this over Leftovers, but its certainly usable.
Upgrade: I honestly can't see why would anyone use this over life orb.
Whipped Dream: Nobody's running Hypnosis or Sing in ou, the only Lovely Kiss user is also unviable and spore/sleep powder are already covered via safety goggles (with the extra bonus of also preventing hail/sand chip damage), the only move this is realistically blocking is yawn. not worth using atm but could be useful in future slates if some accuracy increasing items like those submitted previously win.
Normal becomes other type items: can't think of many general uses for these items atm, but i think they can be useful down the line. Something as simple as giving boomburst toxtricity grass coverage can go a long way. The least broken types are psychic (as decent neutral coverage) and electric (for giving physical electric types a stab more reliable than wild charge) imo, everything else can be sketchy (grass is surprisingly great coverage, being strong against water and ground types is no joke).
Big Root: Makes weak attacks with health drain effects worth using, the problem with those moves in the first place is that the low damage made the healing weaker and more inconsistent than just using leftovers or more powerful moves to ko the opponent before your pokemon could be hit, the increase on both power and healing in this makes it a very good item.
Adrenaline Orb: Relying on landorus and webs makes this a matchup fishing item, its inconsistent even with how powerful getting a defense or speed boost can be for many walls and setup sweepers, i like the idea but its too situational for its own good, just like the original item.
Stable Mulch: I'm just not a fan of weather/terrain/room removal on switch concepts, those sort of teams either build around their chosen effect in a way that is too solid for this to be effective, or automatically lose to it, no middle ground. This item is indeed very strong but runs the same matchup dependent strong/useless status that adrenaline orb does, i struggle to think of consistent users or teams that would want this, patching a weakness to a certain team archetype with a item is not a effective tactic, it encourages building bad teams, a single user will be overwhelmed, multiple users means multiple pokemon with no items vs teams that don't rely on terrain at all. Making this get rid of more things like weather and rooms might give it a massive improvement as far as usage goes but at that point it only hurts niche playstyles that already struggle at being consistent.
Lucky Punch: I just can't see any use for this, sure the boost is higher than scope lens and razor claw, but since 1-its a single use item, 2-only gets activated by a specific category of moves, 3-the boost goes away after switching out, 4-depends on luck anyway. This is a hard pass for me.
Reaper Cloth: Its certainly usable, however i find Big Root the most consistent item, the only thing this does is making a boosted bulky setup sweeper hard to wear down/revenge kill, its a good item overall but its only niche is something i'm not a fan of.
Grip Claw: Another solid pick, however the switch shenanigams this brings in making manually switching also switch out your pokemon will only worsen what is awful about pivoting moves in general, just think about what a toxapex or clefable can do if equiped with this item, this is disgusting. Even if this item were limited to acting on moves that switch out the opponent (teleport, u-turn, flip turn, volt switch) i wouldn't vote for it, it only worsens the issues it attempts to fix.
Heart Scale: Off course i'm biased towards voting for something i subbed, yeah i thought of some users for it and a few sets but its a rather niche pick, its up to you wether you vote for it or not. I know the effect and item are splashed together in a rough way but i think a item to remember forgotten moves making the user use forgotten mechanics has a nice taste to it.
Utility Umbrella: This item has many great uses for rain teams, the anti-synergy of sun and swift swimmers leans usage more towards pokemon like Solar Power Heliolisk and Chlorophyll users in rain.
Pecha Berry: Another matchup fish since it will only work vs stall and some balance teams (though compared with previous items i considered matchup fishing the range its broad enough to be worth using), its a very good effect but compared to using leftovers and a cleric its not worth it in my eyes.
Destiny Knot: Previous posts in the thread go over why making a knock off user lose its item not much of a punishment, even with the extra bit about dealing damage this item doesn't beat using no item to reduce damage from knock off or using a item that will help you in more general scenarios.