Yeah guys it would really help if you looked at the OP and only discussed the moves that are currently up for discussion, thanks
It's irritating if people start discussing ExtremeSpeed or whatever it might be when it's not even up for discussion. Or when people bring up moves that are already categorised wherever it might be.
So I'll ignore the people talking about moves that don't matter yet
Just because not every move has to be risky doesn't mean we should give it Close Combat. Close combat is one of the most spammable moves in the game and I just don't think it would fit with the idea of CAP4. If you want a move without consequences then use Brick Break. If you want something with more power use Superpower or Hammer Arm and disallow Close Combat.
How do you expect a physical sweeper to work without a strong, reliable coverage attack, really? Brick Break is weak as heck and Cross Chop is actually a pretty terrible move if you don't have No Guard (almost as bad as Focus Miss). If you're executing a strategy such as a set-up sweeper with a Bug/Psychic Pokemon, you are going to need a net reward for the effort over the nearest equivalent. More to the point, Close Combat is not "spammable" any more than Megahorn is.
Please BMB, please don't allow Close Combat or Superpower, if either is the main Physical Fighting coverage, Weak Armour is getting a huge nerf. The Defence drop from both moves means than in order to cover Steels and the Pink Blobs, a Weak Armour Aurumoth can only get to +1 Speed if it is willing to accept -2 Defence. CC in particular is very spammable on Illusion/No Guard sets so allowing CC as well as Focus Blast (which is a huge boost for No Guard) is tantamount to ensuring Weak Armour will be rarely used.
Aurumoth takes colossal damage even after the first stat drop. Scizor's Bullet Punch has a chance to OHKO after SR if you get a Weak Armour Defence drop. Weak Armour Aurumoth has so many things to worry about that Close Combat's Defence drops are pretty far down on the list - more to the point, I am actually of the opinion that, conversely, they could make Weak Armour more viable, in that with a Speed boost you are far more likely to be able to move before your opponent, so the defensive drops from CC matter less. HJK we can address later, as per the current lists.
Now, as for the stuff we're supposed to be discussing, I'm going to go with the following:
Allowed
Aqua Tail
Stone Edge
Rock Slide
Blizzard
Ice Beam
Disallowed
Draco Meteor
Dragon Claw
Dragon Pulse
Dual Chop
Outrage
As far as Aqua Tail is concerned, it's a nice semi-reliable alternative to Close Combat on physical sets, and isn't too powerful. Rock- and Ice-type attacks I have no problem with, and as I believe that we must absolutely have some form of coverage for Dragonite (who is pretty much the only big Dragon threat, though a very big one at that), both get the nod. As for Dragon-type moves... I'm disallowing them on the basis of principle as per the large amount of neutral coverage they have to offer. Honestly they are unlikely to be broken but they have nothing positive to contribute to the movepool, only negative things - see my arguments in Necturna's movepool threads for the way I feel about positive and negative influence.
Next up:
Elemental Punches
Fire Punch
Ice Punch / (Icicle Crash)
Thunderpunch
To be honest I don't think any of these are necessary or even helpful, but if we want extra coverage this is likely where it should be coming from. I guess you could add Icicle Crash here if you really felt like it. I don't particularly like it either, but each to their own.
The Generic Risky Moves
Focus Punch
Pursuit
Exactly what they say on the tin. Focus Punch for AuruBOAH sets or whatever other idiocies you may come up with, Pursuit to catch that fleeing Celebi and maybe cripple it... if you're lucky.
The Priority
Sucker Punch
ExtremeSpeed
Priority moves. A very nice way of, in my view, distinguishing Aurumoth's physical sets from its special sets, exchanging coverage for utility, as it were. In all of these cases, running either of these moves means losing valuable coverage on something, or indeed, very valuable power, which could mean the end of its sweep. Which is a very good choice-based Risk dynamic. Now, there are two schools of thought here. Sucker Punch is a classic risky move, and comes a cropper against Substitute and status, both of which Aurumoth will likely hate. It is also resisted by more Pokemon than ExtremeSpeed. On the other hand, ExtremeSpeed is the same power, but very crucially, cannot hit anything for super effective damage - which imo is a plus, even if only really making a difference for stuff like Offensive Celebi. On the other hand, it is a far more reliable sweeping tool, which in some ways makes it a better choice in this case if we are serious about using it.
The Overkill
Hi Jump Kick
Ugh CC is enough really... but I'd like opinions just in case there's somebody out there who adamantly doesn't want it on their movepool, or something like that.
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So. Discuss and what not.