Well... this strategy isn't as perfect as it sounds. The biggest problem is that you are entirely open to attacks that have priority. After using Power Trick, Shuckle becomes as frail as a bubble. Seeing that Pokemon like Talonflame and Azumarill are everywhere in doubles, this is a huge problem.
The second problem is the amount you need to set up. First you have to set up Trick Room, and then Power Trick, and through all that you need to keep your Follow Me user alive. If you are against an experienced player, he will probably take out the Follow Me user the first thing in the game by predicting a Follow Me and slapping powerful moves on. If the strategy somehow breaks in any of these step, you're Shuckle is pretty much screwed. Having to set up Gravity makes it even harder. The worst part is that it's doubles, which is very fast paced. Every turn counts, and wasting them like this is usually a big blunder.
The third problem is Earthquake. While you say that you can remedy yourself from Flying types and Levitate bearers using Gravity, it also means that you will be hitting your own Pokemon as well. That can almost never be a good thing, and in doubles, Earthquake and other multi-target moves are nerfed to about half their power. Because of this, many Pokemon will survive this hit (even when uninvested in any form of defense, which almost never happens).
Here's a damagecalc to further emphasize:
>252+ Atk Shuckle Earthquake vs. 0 HP / 0 Def Gardevoir: 198-234 (71.4 - 84.4%) -- guaranteed 2HKO
... and to be fair, Gardevoir has just 68 HP and 65 Defense. A Pokemon can live the Earthquake, and then fire back with one of their own moves, which will almost definitely KO Shuckle because of Power Trick.
Lastly, Trick Room lasts for just 5 turns. Saying that you set up Trick Room on turn one, switch into your Shuckle (and Follow Me user as well) on turn two, and having to set up Power Split on turn three already takes away two turns of Trick Room. Assuming you were lucky enough to have Shuckle stick around for the remainder three turns, the second Trick Room ends you are not outspeeding anything, and are pretty much dead.
TL;DR : This strategy has too many problems, and very little merits. It's a better idea to have a Pokemon that doesn't need all this setting up, and can do this job better.
Hope I helped!