I actually recreated my account to try and focus on article-type posts and primers, but to answer some of the questions in this thread, Lurrus actually is probably as good or better than all of the restricted cards in the format.
A consideration is decks will always have Lurrus as an additional card. Period. That's a boost to every game played. They will rarely have a particular restricted card. They will have a 4-of 40% of the time per 7 card hand. The metagame data we have from the format shows that Lurrus decks have an estimated 61% win rate against non-Lurrus decks (when adjusted for expected mirror matches). The odds of having a restricted card in your opening hand approach that 11% differential, though it can be higher with mulligans, and is obviously mitigated by just considering that having a restricted card doesn't necessarily translate into a win (it won't necessarily resolve or might not win the game). Prior to Ikoria, I was making the argument that Black Lotus was actually detrimental to the control game plan, which was more built on attrition, and was cutting it from Jeskai and other decks. I even won a couple Vintage challenges, which prompted comments like "Uro/Oko is better than Black Lotus, confirmed" from people outside the format. Having something powerful to do with zero risk of putting yourself down a card, has made Lotus much better, so don't worry, not cutting Black Lotus any more.
Furthermore, if you compare the decks, Shops and Bazaar decks are really struggling in this metagame. Shops has a 42% win rate. Dredge has a 36% win rate. You can argue that if these decks were to replace Workshops and Bazaar with Darksteel Ingot, they would have worse win rates, but that's a pretty uncompelling theoretical argument that ignores how decks are actually constructed. Cards don't exists in isolation. Force of Will has risen in importance and prevalence but honestly, a huge part of this is due to Lurrus. Lurrus is essentially a 2-for-1, no matter how you slice it up, and Force of Will is arguably one of the better ways to 2-for-1 yourself. MBT is also decent as is Force of Negation and STP because of the exile effect, and this is evidence of metagame warping.
Restricting the Baubles and other pieces makes little sense, due to the redundancy of effects. Breach decks are very functional at one copy, Urza and Mishra's Bauble are very close in efficiency, restricting Remora really doesn't have much of a structural effect on the metagame, are you really going to restrict value-based Dredge hate like Nihil Spellbomb and Soul-Guide Lantern? There are many ways to derive value from recurring permanents <=2 mana, decks are even running [Unbridled Growth].
People have tried to combat or ignore Lurrus but you are just sacrificing too much utility and there is just too much versatility in how Lurrus can be used that make targeted approaches difficult. Hatebears strategies fall victim to a huge increase in creature removal as a response to Lurrus being prevalent, not to mention more Karakas, and the fact that most decks have a 3/2 lifelinker to recoup life loss as an 8th card every game. Reality Smasher is much less impressive when the 5 life attack is negated by Lurrus + a Deathrite Shaman. Similarly, attacking the graveyard or artifacts, trades at a card disadvantage since the floor of Lurrus is still a 3/2 lifelinker. It's similar to Illness of Ranking or Dread of Nighting Mentor in that you are going down a card to mitigate the effects of your opponent's card, except this card was cast from outside the game. Graveyard hate and null rod effects are only great when they attack the opponent's core strategies such as Breach combo or PO.
The main approaches now are to accept that Vintage is the Lurrus format and diversity exists in the confines of Lurrus Combo vs Lurrus Value, or eliminate Lurrus as companion. People can play what they want and will play what they want, and indeed, the power of restricted cards can be pretty good at obscuring a decks flaws. However, Lurrus has been absurdly dominant immediately, taking 16/16 top 8 slots in both Vintage Challenges on MTGO, as well as winning both Paper Online events held in this weekend. As noted above, it doesn't appear from the data that other strategies are on par with Lurrus or that there is an emergence of viable countermeasures that exist outside of Lurrus decks.
In any case, I don't think anything the Vintage community does will necessarily influence WotC's decision on what they end up doing. Like Dig through Time and Treasure Cruise, Lurrus is creating similar patterns of dominance across other formats. WotC restricted Cruise and Dig at the same time it banned those cards in Legacy and if they too action on Lurrus, the would likely do the same in Vintage. What that will be, I don't know. I'm just representing my view as someone that plays the format and collects the data. My preference as a brewer would be for Lurrus to exist as playable as a non-companion rather than an overt ban of either Lurrus or the companion mechanic. In that respect, I am not as much of a philosophical purist as others in this thread.