Hey there, for one thing, might I suggest adding in specific EVs? (i.e. 252 Atk / 252 Spe) That way we can know exactly what you're going for.
I take it this is a Gen 4 team, as I see a lack of both Gen 5 moves, as well as pokemon.
Aggron shouldn't really be running around and throwing out t-waves. He just can't physically do it, and you're better off having a faster pokemon run t-wave and status pokemon instead. So I suggest a set similar to this for Aggron:
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Aggron@Life Orb
Jolly Nautre [+Spe; -SpA]
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
- Rock Polish
- Head Smash
- Earthquake
- Ice Punch / Aqua Tail
This set allows Aggron to be a fearsome pokemon after a Rock Polish. I assume you were running T-wave because of his...hindering speed. Rock Polish remedies this, and also doesn't limit it to a single pokemon. With the Head Smash + EQ combo, you're essentially only walled by Bronzong, which Aqua Tail can help with if you want coverage. Ice Punch is really for Breloom, but Aqua Tail may be more beneficial. It's all up to you however.
As for Crobat, Hypnosis has nearly lost its uses with the accuracy drop introduced in...Platinum I believe. It makes it next to useless as it misses more often than it hits (which contradicts it accuracy, but it's game changing for sure). So mot sets don't run Hypnosis anymore. Wide Lense barely helps, increasing the accuracy to a measly 66%, while also removing the option for a useful item. Try this Crobat set out instead, which still maintains it's "utility" type role:
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Crobat@Leftovers
Jolly Nature [+Spe; -SpA]
Ability: Inner Focus
EVs: 232 HP / 56 Def / 76 SpD / 144 Spe
- Roost
- Taunt
- Super Fang
- Brave Bird / U-Turn
This thing seriously helps with breaking stall teams (thus it's coined set name: Stallbreaker), as Super Fang tears away at heavy walls and Taunt can stop them from setting up on you. Brave Bird and U-Turn are preference issues. U-turn allows for Crobat to switch out while doing some damage after it's performed its task of cutting an opponent's health in half, and sending in something that can finish off the wall. Brave Bird is more if you want to deal some direct damage with a nice STAB bonus.
Swampert doesn't want those speed EVs, nor does he want Rain Dance. Swampert's task is being a bulky pokemon, meaning he wants to be able to tank hits (thanks to his coveted Water/Ground typing) and then hit back pretty hard, so speed isn't necessary (nor is it advised to spend EV points in it). You're a little free here to choose which set you want. I'll provide you with two just for the heck of it:
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Swampert@Leftovers
Relaxed Nature [+Def; -Spe]
Ability: Torrent
EVs: 248 HP / 216 Def / 44 SpD
- Stealth Rock
- Earthquake
- Ice Beam
- Roar / Protect / Surf
This set is pretty standard, and allows for the useful move of Stealth Rock (which is great to have, and your team lacks any other viable users, so I recommend this set). Aside from that, he's a mixed attacker and can hit both sides of the spectrum, even more so if you go for the STABed Surf over the other two options for the last slot. However, Protect helps with prediction, and Roar makes Swampert an excellent phazer.
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Swampert@Leftovers
Impish Nature [+Def; -SpA]
Ability: Torrent
EVs: 248 HP / 48 Atk / 212 Def
- Rest
- Sleep Talk
- Earthquake
- Roar / Stone Edge / Avalanche
This set is Swampert's RestTalk set. This set allows you to absorb status conditions without worry, and hit back while doing it. Your team doesn't necessarily need a status absorber, as Crobat handles Toxic, and Swampert typing handles paralysis (save the annoying Jirachi's Body Slam), and Houndoom can absorb Will-O-Wisps and other burn moves. However, Swampert's rest talk set improves his bulkyness and makes him a nuisance to fight against. The last slot is preference again. Go for roar for phazing, Stone Edge for the "quake edge" combo, or Avalanche for dragons.
Starmie could be an effective spinner for your team. Make the nature Timid and the EV spread: 252 HP / 4 SpD / 252 Spe, and change the moveset to Rapid Spin / Surf / Thunderbolt / Recover. Looks good though.
As for Houndoom, change the ability to Flash Fire. Life Orb, Hasty Nature, 100 Atk / 184 SpA / 224 Spe. Life Orb for the item. Make flamethrower Fire Blast instead, and make Sludge Bomb Sucker Punch instead as well. Looks good however. :]
Sceptile is outclassed by Venusaur, so I suggest using him instead. Heart Gold and Soul Silver introduced a powerful physical STAB move for the taking that Sceptile, sadly, did not receive: Power Whip. Try this set out:
Venusaur@Life Orb
Jolly Nature [+Spe; -SpA]
Ability: Overgrow
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance / Synthesis
- Power Whip
- Sleep Powder
- Return / Earthquake
I suggest Swords Dance over Synthesis, because in conjunction with Sleep Powder, Venusaur is a very threatening physical sweeper. Power Whip deals massive damage, and Return and Earthquake is dependent on who you want to hit. EQ hits steels, and Return hits Flying types and other Grass mons.
I hope this rate helped. :] Good luck, seeing as how this was your first team, it's actually quite good. :] Hope to see you take a liking to the competitive environment. :]