I want to ask some simple questions:
How high do you rank Stop Opp. Bonus amongst other abilities, especially comparing it to SOA?
Do you usually prefer SOB on lower level walls or on higher level damage dealing cards?
During my first years playing this game, in deck building, SOB was viewed as an equal or even slightly better ability as SOA, for good reasons.
First of all, SOB triggeres every game, as the opponent will always have at least one active bonus on 3 or 4 cards.
A lot of the ELO payable cards didn't have abilities (most of the pussycats, nannok, noodile, dorian etc.)
The abilities were most of the time similar or weaker than the bonuses (-2 opp. damage, -4 opp. atk., -1 opp. power etc.) so countering them was not as important as nowadays. The real problem-causing abilities were the massive damage reduction like uranus and graksmxxt
Nowadays, a much bigger part of ELO playable cards have abilities.
The overall power of abilities usually exceeds the power of the bonuses.
For example, some common abilities: -3 opp. damage min 2 or 1, poison 3 or poison 2 min 1, -3 opp. power, support +1 power, support +1 damage, +1 life per damage etc. All these abilities are strictly better than the bonuses and so countering them is much more important.
Do you feel SOB has a specific place in deck building or it is only used when coupled with some outstanding stats (for the level of the card), like Lehane?
As an ability, SoB is great, especially on attack manip clans (as Jule has already pointed out.) It creates cards that are very flexible in every situation. They are tough to win against, and they can be used very defensively to deny your opponent valuable bonus damage.
As a bonus, I think SoB is average. It makes your deck more well-rounded, but it's hard to plan a general strategy that relies on bonus SoB.
On the other hand, I feel that SoA is more valuable as a bonus but less valuable as an ability. SoA works best on cards that can do heavy damage, as it enables them go through most DR... Or on cards that have DR of their own, as they completely shut down many heavy-hitting 5*s whose damage is assisted by an ability. Last, but not least, when you're running a half-deck featuring a SoA clan, your draw will usually have two SoA cards. That really limits your opponent's choices in terms of getting a card with a really powerful ability through.
To further this besides a big freaks week needing SoB we now have Rescue and Rescue counter week. This week almost all SoB cards are +12 att or if you are using the Sentinel or Junkz they are +8att. The interesting side of Junkz is that they also have the SoA in quibik and fuzz to complement the SoB of flanagan and Gibson. If ur like me you may also be splashing the Lehane for more SoB