It appears my previous wall of text has been ignored, yet any change made in the original team so far is inclined towards being even weaker to the already mentioned threats there. I wonder why.
Your first line-up may help deal with set up sweepers but Mandibuzz kills your momentum, and I thought you wanted to force switches, not be forced to switch around yourself. It may enter as it pleases and defog away the hazards but
i) it will receive a 25% damage from rocks, immune to others
ii) will possibly lose a turn by using either defog or roost, meaning you either let an opposing wallbreaker run wild, or you are forced to switch before defog
iii) losing pursuit means they can move freely, without thinking twice before entering a psychic type, or even a ghost type, since Gengar is a formidable foe for your whole team, since it outspeeds. It gets wrecked by Mandibuzz, but even the vulture cannot take too many Sludge Waves before going down. I've even seen it use Dazzling Gleam lately, so if you're weakened enough (by a ... let's say Raikou/M-Manectric + Gengar core) you are pretty much dead, since half the team is weak t electric, and Lando is done with HP-ice.
iv) By the looks of it, the following pokemon still give you trouble: Weavile, Conkeldurr, opposing Keldeo, sub/CM Raikou (beats magic guard Clef) etc
The second line-up seems nice enough, and the use of 2 AV users is not bad per se. The problem is that everything can and will be weakened after a while. This means that opposing stall will ruin your game early on, even if you make the smart predictions required to bring them to approximately the same level. Pivoting won't really help, because determined stall brings dedicated counters to the game. Apart from that, what I see is
i) Dark types do not have anything to stop them, and you will be forced to bring Keldeo in, which will sustain damage, either from attacks or hazards. If you decide to sacrifice a mon to bring Keldeo in safely, you always risk a game of whack-a-mole from the other side. Crap like Bisharp and Weavile will cause damage.
ii) Tyranitar here probably needs a choice scarf to be most effective, which in turn means that you'd have to take EVs from HP, making it less likely to survive. This in turn makes it vulverable to being steadily weakened and then dead, which will turn worrisome since it's your main check for multiple common threats.
Anyway, most common suggestions have already been proposed, so I'd like to present some uncommon alternatives.
1) Lefties Scizor (NOT AV) - this one provides you hazard control with defog, priority will bullet punch, and pivoting with u-turn when needed. Final move should be roost to keep your defogger healthy. Give it a specially defensive EV spread, and you have a long-lasting pokemon that fits many roles and is threatened only by fire. Alternatively you could try leftovers. I suppose this one lacks the offensive power a Raikou would have, but it has enough survivability to do it's role when need be. It will remove the hazards when you need to, and has nice synergy with your wallbreaker-combo.
2) Another pokemon that gains access to Healing Wish is Celebi. This little guy can have both physical and special bulk, tending to the team's needs in any way the builder sees fit, and forms a nice FGW core with your wallbreakers/sweepers. If you decide to combine it with the above mentioned Scizor (essentially taking Mew's and Raikou's place) you also have a check against electric types that threaten your main members, lure M-Manectric into the game for the other members to dispose of (other members being T-Tar) or even outstall Magnezone or even Slowbro with flamethrower/fire-blast. I have doubts on this option because it makes opposing Talonflame sweeps kinda easier and gets trapped by opposing T-Tar and Bisharp, but it does stop Keldeo, and scarfed Lando-T that has already made a move cannot touch it, so it can even baton pass a boost to T-Tar or Lando-T (if SD or agility). If you go for CM, it can boost Keldeo and ZardY and go for a sweet sweep.
The 3rd solution seems the better of the 3, even if Manectric can take less hits than Zard and you'll have problems with sand turns.
Here T-Tar does not need to invest too much in speed, but if you see that fast threats are not dealt with Manectric well enough, you can try to scarf it (it will outspeed base 115 threats with full speed investment) in order to punch holes in your opponent's team. Again, move-lock causes problems, but you have enough fast threats to deal with this. If you decide to use Scizor, this line-up is also suitable and can do the job just fine.
If you are content with those team-mates, you can always try using AV Bisharp. Will not live as long as T-Tar does, but this helps you keep Pursuit, while getting a reliable check for any fairy around (even Clef with flamethrower cannot kill you, Diancie can be dealt with the other pokemon since it has no recovery), and it's always nice to get a +2 from an opposing Defog, or a predicted intimidate switch.
This way, you can still have Stone Edge on Lando-T, and give it EQ, Rocks and U-turn to also have momentum.
I still suggest you give Mew WoW if you decide to keep it.
So, final line-up suggested:
Lando - Mew - Clefable - Bisharp - Keldeo - Manectric
Another alternative: