So, first to address the new concepts that have popped up since I last posted.
Weather Wars Part 2: Electric Boogaloo: Our last CAP was literally this, so there is zero chance of this being slated.
Move Spammer Slammers: This one has some promise, but also a lot of question marks. Some moves are easily punishable, notably Knock Off (which you mentioned), but many other common moves are very difficult to punish: how would one punish Ice Beam, or Hidden Power, or Stealth Rock? Moreover, most of the concept would have to kick in in the Ability Stage, which would raise a lot of questions for us in terms of the rest of the process. It's a good idea in theory, but I have a really hard time seeing how we would execute it.
A Touchy Subject: This is a well-worded and well-constructed concept with a lot going for it: it addresses a topic we haven't examined in depth before, it has a practical impact on the metagame, and it is easy to imagine our three starters each having a different relationship to contact moves, perhaps even compounding the rock-paper-scissors nature of starters. I like it.
Mix and Match: I'm not especially bullish on the concept of cores in general, and this looks to me like a less focused version of LoL's type spam concept. I just have a hard time seeing what doing this would teach us.
I also thought I would weigh in on the issue of role compression and creativity: in my experience, having a role compression Pokemon (like Rapid Spin/Stealth Rock Excadrill) allows you to include more interesting Pokemon on a team because it allows you to compress stuff you need to have to make room for the stuff you want to have. Having Ferrothorn + Tomohawk on every team gets repetitive, but the need to have both Rocks and Spin means you often can't fit your Greninja or Stratagem. Using a utility Pokemon saves you a slot to use on things that just do damage, which is the stuff that make teams fun. I don't really see hawk113's point about Kerfluffle, simply because neither Taunt nor Wish give Kerfluffle extra role compression--it still fundamentally beats and loses to the same Pokemon, and doesn't really save you any extra team slots.
Finally, and most importantly, this thread will close in 48 hours. At that time, I will slate the eight concepts that I feel are more suitable for this project! Good luck!
Weather Wars Part 2: Electric Boogaloo: Our last CAP was literally this, so there is zero chance of this being slated.
Move Spammer Slammers: This one has some promise, but also a lot of question marks. Some moves are easily punishable, notably Knock Off (which you mentioned), but many other common moves are very difficult to punish: how would one punish Ice Beam, or Hidden Power, or Stealth Rock? Moreover, most of the concept would have to kick in in the Ability Stage, which would raise a lot of questions for us in terms of the rest of the process. It's a good idea in theory, but I have a really hard time seeing how we would execute it.
A Touchy Subject: This is a well-worded and well-constructed concept with a lot going for it: it addresses a topic we haven't examined in depth before, it has a practical impact on the metagame, and it is easy to imagine our three starters each having a different relationship to contact moves, perhaps even compounding the rock-paper-scissors nature of starters. I like it.
Mix and Match: I'm not especially bullish on the concept of cores in general, and this looks to me like a less focused version of LoL's type spam concept. I just have a hard time seeing what doing this would teach us.
I also thought I would weigh in on the issue of role compression and creativity: in my experience, having a role compression Pokemon (like Rapid Spin/Stealth Rock Excadrill) allows you to include more interesting Pokemon on a team because it allows you to compress stuff you need to have to make room for the stuff you want to have. Having Ferrothorn + Tomohawk on every team gets repetitive, but the need to have both Rocks and Spin means you often can't fit your Greninja or Stratagem. Using a utility Pokemon saves you a slot to use on things that just do damage, which is the stuff that make teams fun. I don't really see hawk113's point about Kerfluffle, simply because neither Taunt nor Wish give Kerfluffle extra role compression--it still fundamentally beats and loses to the same Pokemon, and doesn't really save you any extra team slots.
Finally, and most importantly, this thread will close in 48 hours. At that time, I will slate the eight concepts that I feel are more suitable for this project! Good luck!