For anyone who thinks "just ban Ghostly Flicker" here is the problem with that line of thought: Flicker is a fair card. Snap and Cloud of Faeries fundamentally break rules of Magic in a way that cannot be contained reasonably in Pauper. Sure, you can loop Flicker with other cards, but it is the nature of Cloud of Faeries to enable a combination that is extremely difficult to break up.
I'm not sure I would consider Skeletal Vampire as a stabilizer and finisher in one. It's just 5 power for 6 mana. It requires almost all your mana to make another 1/1 dude, which is horrible ROI. Regenerating requires sacrificing bats, so it's got a cost associated and isn't really free even if it has no direct mana cost (technically it costs 5 if you want to replace the bat).
If you are facing an army on the other side of the board, Batman blocks and one thing and loses a bat token. For 6 mana that's pretty tame. It can't attack and block either, so you have to use it one way generally. Yes, it combos with blink and global destroy effects. But it's kind of bad unless you are already in a good board position or can really abuse it with other effects.
While you can make the argument that father Solar Flare is the outmoded Neanderthal Man of the two decks, the incentives between the hot new thing and old man are different. Solar Flare hasRemand. Remand isn't a hard counter but it's probably still on the short list for the best spell in Standard. Against the top red secks, especially the multi-dimensional ones, Persecute is an important tool that Solar Pox typically doesn't play (I know I wouldn't have lost a match at Champs but for the well-aimed Persecute!). Finally, Solar Flare's offense allows for a more robust array of threats. You can't argue with the panache of Solar Pox, but there really is something to be said for that second – or even third – Skeletal Vampire!