Ice: Slick field: opponents side of the field is covered in slick ice. Flying/levitate Pokemon are immune unless Gravity is in effect. Upon entry Pokemon slip and fall taking 1/16th of health. Sunny Day, Fire Wheel, Flame Charge, Overheat, and a couple of other fire moves will melt the ice. Pokemon with Slush Rush get a speed boost and don't fall.
Psyshic: Dazzling Lights: Lights are dancing and flashing on your opponents side of the field. Until removed the Pokemon on the opposite side of the field will move last on the next turn they're switched in on. Defog, Rapid Spin, Tailwind, Surf (and other moves that effect a wide area) remove Dazzling Lights.
Electric: paralyze on entry, lasts X turns, this is fine, electirc/ground/flying/levitate Pokemon are immune. Earthquake, Magnitude remove as well. Electric Pokemon could remove this effect similar to poison types with Toxic Spikes.
Ghost: Eerie presence, upon entry Pokemon are stuck on the field for one turn (can be stacked similar to Spikes, an additional turn for each presence added).
Grass: Snagging Vines: Moves with priority act as though they were used without priority. So a Fakeout Sableye will hit second to a faster Pokemon. Rapid Spin and moves similar to heat wave, cut, explosion, surf remove these vines.
Fire: burn on entry Yeah I guess, rain dance, Surf, Brine, Earthquake, Defog removes.
Normal: ??? Fuck sleep though that'd be infuriating.
Fairy: I unno, Infatuation is a neat idea but would be very hit or miss with genders or genderless Pokemon.
Dragon: I can't think of a name but lowers attack and special attack on pokemon that switch in for a turn. Can be stacked similar to Spikes to extend the effect to three turns (but not magnifying the effect). Fairy Terrain, defog, rapid spin, removes.
Flying: Opposing Wind: Harsh winds effect the opponents retreating Pokemon. They now have negative priority when switching out. Tailwind, weather, Twister, and similar moves remove.