Time to comment. Just noting, I am commenting more on the basis of the learning experience and journey, rather than the end "success". Also, will help out with questions.
Alchemister -
Rare Options- Interesting concept. I mean, many of these uncommon moves are pretty mediocre, or are basic attack moves that aren't widely distributed. Abilities can be interesting though, since many of them are placed on Pokemon that cannot really make use of them (Gluttony, Cloud Nine, Mummy, etc.) Of course, with both moves and Abilities, are they rare because they are overlooked, or because they are mediocre in and of themselves? The concept does recall Cyclohm though, which is mildly encouraging. A question regarding what makes a rare move a commodity, rather than a gimmick looks to be in order. After all, a cool move is pointless if there are better moves to use.
Snobalt -
Last Act of Defiance- Naturally, it's a very good concept that has gotten a lot of interest in the past. It's best quality is that it is pretty open for anything, but has a decent end goal of studying Parting Shot, which very few mons learn. It will also be interesting to see how the CAP interacts with the CAP Metagame set up sweepers like Cawmadore and Naviathan, as well as the usual offensive Pokemon.
Trox -
Anti-Top-Tier- While not a new concept in and of itself, it is one that will require a larger focus on the CAP Metagame. Since this is a new process CAP is going through, I see this as an all-in concept. For the concept itself, the point that can make this a good or bad concept is the fact that "Top Tier Pokemon" can change over time. What if other Pokemon become Top that the CAP cannot handle? Though in the end, it depends on what the community considers a successful result.
Take Azelfie -
Achilles Heel- As a concept, I like mixed attackers. But in practice, is it possible for a Pokemon to utilize both aspects of the attacking spectrum while still remaining balanced? If the community makes it too weak, it becomes like most other (failed) wallbreakers. If it becomes too strong, does it cause a problem? Lastly, I'm also curious what we can learn from this that we cannot from similar mixed attackers? Maybe an in-depth look at how the higher attacking stat and/or the movepool spectrum with the higher base powered moves influences the way a mixed attacker works. I also want to suggest a question about focusing on a Pokemon's weaker defensive stat, to pair with your question about type weaknesses. Nice to see a PU guy around too btw! :)
Alfalfa -
Hurdle- Similar to the above concept (Anti-Top-Tier), but focused on a single target. While interesting, it poses an immediate question. What prevents this from being a "let's make the best possible counter to this Pokemon" thing? Not saying that it's a bad thing either (Syclant), but what's the overall takeaway from it? I also wonder what would be considered a "success"? If the targeted mon falls in usage heavily, or doesn't get used at all in anticipation, is that considered a success? If the metagame adapts around it, and the targeted Pokemon remains around the same viability, does that mean the CAP made an influence enough for people to adapt? A question to include could be how much a single Pokemon affects a metagame, and how much influence does the Pokemon who topples it present?
P3DS -
Chimera- Err, are you referring to a jack-of-all trades, master of none scenario? What is the line between mixed attributes, and gimmicky? Why do we WANT to remove any specialization and make a CAP that is not particularly good at a common role? Remember, these roles exist for a reason, and why would someone want to give up that role for something lesser? These will be questions that need to be asked for you, try including them if you cannot answer them. On the flip side, what if the Pokemon is so good that all these traits make it too unbalanced? It looks difficult to hit the fine line between enough roles, and too many roles, and then balance good enough with too good.
Earth Traveler -
Assassin- How limited in its targets will it be though? If it "assassinates" too many different Pokemon, it pretty just means its a plain old offensive mon. If it is limited to only a few specific targets, what will prevent people from using Pokemon with a more widespread utility? It also brings back memories of the utility counter discussions the community had for Crucibelle; is this a utility counter or are you thinking of something with more oomph?
Kyubics -
Close But No Cigar- This is actually a pretty interesting concept, though I feel like it might be better off added onto another concept. It's so general, and the thought of trying to decide what threats to reach, what speed is right, what you want to survive, and how to avoid plain old standard EV spreads seems like a major headache. Then again, I know there are some people who like the stat spread stage the most. Keeping the power level in check will be an adventure, at the very least. I do have faith that the community will reign the power in enough, so this may be a pretty fun idea, though it does mean that the REST of the process becomes WAY too open-ended and unguided.
Tmi489 -
Item Charger- While items are certainly important, it's hard to see what we learn from this as most Pokemon already use the most effective items for their set. And how will this break out of the premise that offensive mons use choice items or Life Orb, and defensive Pokemon will use Leftovers, Assault Vest, or a rare Berry? I can see maybe cherry-picking a few particular items and basing the CAP around making the best use of them, but the previously mentioned mindset will be hard to break out of. Btw, items like Kings Rock are so inefficient compared to actual boosting items, it'll be hard to make a Pokemon that actually makes people willingly and NATURALLY choose to use those items instead of more general ones.
SHSP -
Signal Disruptor- Well it's not like people don't already use offensive mons on stall teams as a win condition, and defensive Pokemon on offensive teams as utility. It's going to be hard to see this as anything but "bulky set up sweeper" or "tank". I notice you mentioned something about a Pokemon completely built around that, so please explain since those two roles I mentioned already have Pokemon that fulfill them solely.
JDragon6299 -
The Admiral- It sounds like the other targeting concepts, but WAY to specific to have already chosen a Pokemon. Also, what does Mega Evolving have to do with the concept? The questions are supposed to relate to the concept itself. As for remaining useful throughout future generations, the only real way to do so is to make it so good, it can never be toppled, which I imagine will not be appealing to the community. But mostly, it's too specific, and you took the choice of target away from the community already, which makes it hard to support this.
Galvantula Tank -
The Stranger- I think the underlying idea is good, but maybe tone down the surprise factor a bit. Since the community literally votes on the moves, stat limits, and abilities, it's naturally harder to pull off set-bluffing better than other Pokemon. Of course, a Pokemon with multiple possible coverage moves would be surprising, but usually the most effective moves are the ones that end up actually mattering. That means STABs mostly, not some random coverage move that is only situationally useful. Focus a bit more on the effects of stats, ability, typing strengths/weaknesses, and item viability. Gotta work on your questions as well, they aren't asking anything really. A question to consider would be how a STAB combination can determine what your opponent can viably switch in, and how a proper bluff of item, coverage move, and can use that to your advantage.
boxofkangaroos -
There's No Turning Back- Thing is, we already know a lot about Volt-Turn. There are Volt-Turn checks as well, and obviously Ground-types and Electric-immunities are at the top of the list. It'll be hard to learn anything new from this as result. Maybe the concept should include questions about common Volt-Turn teammates that specifically target Volt-Turn switch-ins.
TheHungrySage -
Absolute Nuke- We've seen many glass cannons, and they rarely work BECAUSE they get so few opportunities to utilize their power. Mega-Kanga isn't really the best comparison, because it wasn't exactly a glass cannon that received minimal opportunities to use its power. It'll be interesting to try and walk the divide between good and useless, but it really is a fine line for a reason. It really doesn't count as a limitation if the CAP becomes too powerful, and it doesn't really prove a Pokemon is powerful if it never actually does anything but die after a hit. Your questions seem to already think that the community will make the CAP overpowered already, and then load it down with weak points, which is a shoddy way of balancing a Pokemon (ie. Rampados, Slaking, Regigigas). Besides, power isn't everything, and the concept DOES basically say "high offense Pokemon with a few low stats or bad ability". Not even gonna tough typing, because a good movepool doesn't really make up for a poor STAB combo; certainly, you aren't suggesting that the CAP be both extremely powerful AND have good defensive & offensive typing?
Billy the Uncle -
Take two, pay one- We can MAKE a CAP that can compress roles, but it won't mean anyone WILL compress roles. Do we limit the movepool so that the CAP has no choice but to compress roles? Or do we allow it to fulfill multiple roles, in which case risk it simply choosing to actually fulfill only one role well? How do we determine what factors make a good role compressor, and what roles to actually compress? That may make a good question for your concept actually.
snake_rattler -
Decentralizer: Stallbreaking Tank- A bit more focused than Signal Disruptor, this is my preferred version of a similar concept. By focusing on stallbreaking, rather than wallbreaking, we in turn end up having to define them both (a nice question to include imo). Idk if the tank part is necessary though, since it feels more like a distraction from the more interesting question of what makes a good stallbreaker. Matter of opinion though, and I otherwise like this concept.
TheArcaninePack -
Complete Utilization- Looks extremely similar to Signal Disruptor and The Stranger, both of which focus on fulfilling multiple roles or handling multiple threats. Basically, it's a utility counter. Then you also want to to perform multiple roles. So a utility counter and what else? Stallbreaker? That would likely make it much too well rounded. Wall? Then it becomes a wall rather than utility counter. It's an exercise in defining different roles, but it's not really feasible to mix and match roles that aren't already similar. Perhaps you are looking at the many possible roles create opportunities for bluffs? If it's this hard to focus my thoughts at a glance, it may mean that you should narrow down the concept a little more. Be careful not to repeat the same concepts that have been posted in this thread already, if you do!
Blackdrakon30 -
It's all going according to the plan....- This concept is very confusing. Are you saying let's make a CAP with few moves with chance effects? Only fully accurate moves? No abilities that only have a percentage of activating? Basically a Pokemon that has no way to luck your opponent? If it is, that really doesn't really remove hax from the game, since your opponent still has those moves/effects. I mean, sure it promotes skillful play; unfortunately, it only puts that limit on you; your opponent is under no such limitation. Any of your inaccurate moves will miss as well, and you will still have to sometime hope and pray that luck is on your side using such a CAP. If this is how you intended it to come across, then your questions will need some work as they are pretty presumptuous. You seem to think of it as an enhancement, but it really means losing a possibly beneficial element; it also means that your opponent has more opportunities to "hax" than you. If this isn't what you had in mind, please be much more specific, because I'm not grasping it then.
Deck Knight -
A (Ferro)Thorn in CAP's Side- A concept more oriented to the CAP metagame is very interesting to me. I also like the idea of a defensive Pokemon, since CAP (and Pokemon in general) tends to lean towards offense. Adding options that are otherwise rarely seen is a nice touch as well. It's a metagame targeting concept, which isn't my personal favorite type, but its simple, focused, and has enough open-ended-ness that I cannot immediately simulate what kind of Pokemon it will end up being. Not much to say, it's not a pioneer but it's a reliable concept with tangible results. But is the goal of the concept to usurp current defensive stalwarts, or to add to their numbers?
calvinball -
It's a Wonderful Mon- Is Wonder Room really good enough to make a CAP about though? It simply swaps defenses after all, and provides no immediate benefit; this is an issue for a move that only lasts 4 turns (you lose one activating it). Truthfully, Trick Room is really the only room move that has enough tangible use to make up for low duration. If you consider a Wonder Room Bulk Up/Calm Mind sweeper, that really is a long-winded way of making a Pokemon, when it usually will be enough to just set up a boost and attack instead; Screens also can last longer, and Memento provides a safer switch. Psycho Burn is used with Magic Guard, causes residual damage alongside the Attack halving, and also sticks around for longer than 4 turns.
Cretacerus -
Bulletproof Glass- Resistances over raw defensive stats is an interesting focus to take. It doesn't determine how the offenses will look, so it is open to debate. But it does have to differentiate itself from A (Ferro)Thorn in CAP's Side, another metagame targeting defensive Pokemon concept. Still, I think the key is to emphasize that this concept isn't solely focusing on defensive Pokemon, just a Pokemon with enough bulk to make use of its resistances for at least a few hits. So I guess, check rather than counter may be the way to go.
Bazaro -
A Limited-Time Offer- A hard timer? You mean like a Guts Toxic Orb user? Life Orb set up sweeper? Those do have time-limits, but the latter cannot be so easily stalled out. Weather? Not very original, but is easy to do. Belly Drum? Ultimate risk-vs-reward. I mean, it's not a bad idea, I'm just not seeing anything past these options. You also kind of limit us to an offensive Pokemon, and something that isn't exactly bulky either (otherwise time limit is ridiculous to imagine). A question about how useful will the CAP be without set up sounds to be important. Maybe one about the risk vs reward factor as well.