An Auto-Stealth Rock Remover
Moltres, Charizard, Articuno, Regice.
All of whom have good stats which are well distributed and workable movepool as well as some good niches in the CAP metagame. Why aren't they used more? Stealth Rocks. It has been said many times that the main aim of the CAP project is to promote diversity and the main obstacle to diversity is the presence of Stealth Rocks. Stealth Rock strips up to 25% or 50% of the health of pokemon that sport a weakness to Rock. That is simply devastating to the survivability of attacking pokemon that have an unfortunate weakness to what is otherwise a rare attacking type. Taking 50% of HP on entry is simply too great an issue to overcome.
How else can Moltres be condemned into the realms of BL? One of the best counters to Mixape, PlotApe, Lucario, Pressure, U-turn, reliable recovery and on the CAP server, it beats every single CAP pokemon made to date. Yet I haven't seen even one for all the time I've been on the server, simply because of Stealth Rocks.
For those who think Revenankh and Syclant are broken, then having an Auto-SR remover is one of the best ways to remedy that. Both Articuno (One of the best counters to Syclant) and Moltres (one of the best counters to Revenankh and Pyroak) would benefit. And perhaps one of the most pressing reasons why Revenankh unbalances the metagame is the invincibility it gives to entry hazards. Only Psychic Starmie (Weavile's, Tyranitar's and Metagross' lunch) has a chance of getting past Revenankh which is very uncommon and even more prone to Pursuit.
Compared to the other types of spikes, SR is by far the most the most effective way entry hazard.
~ 19 OU pokemon learn Stealth Rock
~ 2 OU pokemon learn Toxic Spikes
~ 2 OU pokemon learn Spikes
Around 40% of OU pokemon have access to Stealth Rock meaning that it is easy to fit into a team and so is likely to be present on most teams. On the other hand, you will need a Forrestress, Roserade or Tentacruel to set up Toxic Spikes or the aforementioned Forrestress and Skarmory to set up regular spikes in all likelihood. It is worth noting that, crucially, stealth rock only needs one turn to become fully effective whereas Toxic Spikes and Spikes take 2 and 3 turns respectively.
I am only advocating the Auto-Removal of SR to reflect the ease at which it can be set up and the negative impact it has on diversity. Do we really need Stealth Rocks in the metagame? Apart from nullifying Focus Sash (which requires the attacking pokemon to sacrifice another item) what else does it do that makes it indispensable to the balance of the metagame. Would Zapdos or Togekiss or whatnot be near-uber if there were no Stealth Rock? Of course not. Pure Stall would still be viable even with the auto-SR remover, I have run a CAP stall team for a long time without ever having stealth rock on it.
If the pokemon has a trait to remove Stealth Rock there is a lot of scope for possible niches and movepool. Personally, it would be better to have a trait than a move for the long term health of the CAP project that we didn't go down the route of making new moves.
So, in summary, hopefully an auto-stealth rock remover and a more diverse metagame with the likes of Houndoom, Honchkrow, Typloshion and even Shedinja gaining usage.