Not only competitively but also ingame:
> Leech Life between 40BP and 50BP, in order to be in line with Ember, Water Gun & similar base moves
> Razor Wind 70BP, Special, Flying or Normal, is basically a special version of Slash, has also a high chance to get a critical hit
> Seed Bomb is now the physical Grass version of Lava Plume, Scald and Discharge, has 30% of randomly inflict a Paralysis, Sleep or Poison status
> Brick Break receives +50% boost when breaks a screen, no matter how many of them
> Splash raises Evasion by one stage, well not really, its main purpose is being useless, the irony
> Bullet Seed has +1 priority as someone mentioned, it remains a general Grass type Water Shuriken
> Teleport allows you to switch its user without fearing a double powered Pursuit, it does not pass stat boosts, its effects remain the same outside battles
> Power Gem now works like Pay Day, after a battle is finished and this move was used there is a chance for the trainer to pick up a Type Gem
> Grass Whistle and Sing receive 60 Acc like Hypnosis
> Metal Burst has the same negative priority of Counter and Mirror Coat
> Wild Charge has 120 BP, shares the same recoil damage with Double Edge and Flare Blitz
> Tri Attack secondary effects have 30% chance to happen
> Land's Wrath has 120 BP and 95 acc
> Lucky Chant, in addition to prevent critical hits against your team, raises the chance to land them toward opponent's team
> Curse, when used by Ghost-type Pokemon only causes a damage equal to ⅓ of the user's maximum HP
> Sharpen now not only boosts the Attack by +1 stage but also raises the chance to land critical hits
> Fell Stinger 50BP
> Fairy Wind 60BP and can target only one Pokémon
> Peck 40BP
> Poison Powder, Sleep Powder, Stun Spore have 85 Acc like Will-o-Wisp
> Astonish 40BP
> Rapid Spin receives +20BP for each layer of removed hazards, Leech Seed and damage-trapping moves too
> Rock Slide 75BP, 95 Acc
> Slam 80BP 95 Acc
> Snarl 60BP 95 Acc
> Mud Slap 40BP