Hi everyone, here's your slate, in order of appearance in the thread:
No Competitive Ability
Poison Touch
Volt Absorb
Motor Drive
Weak Armor
-------
Reasonings:
No Competitive Ability - It should be clear why this was slated. CAP 27 already has the tools it needs to be successful, and it doesn't require the added complexity of a secondary competitive ability at this point. Instead, many people voiced their belief that adding complexity and utility to CAP 27 through its movepool would lead to a product more likely to successfully fulfill its concept.
Poison Touch - Poison Touch was an interesting suggestion that manages to carve a distinct niche from Regenerator, letting CAP 27 offer support to its teammates by weakening walls that would repeatedly switch in without being able to break through them on its own.
Volt Absorb - One of two potential Electric immunities on the slate, Volt Absorb looks to improve CAP 27's matchup against two potential switch-ins, Zeraora and Rotom-H, by making them hesitate before using Volt Switch, and if run could allow CAP 27 a crucial turn to launch off a support option and sap momentum. Volt Absorb also prevents Thunder Wave, letting CAP 27 absorb a bit of status for its teammates and reliably get its moves off without being burdened in cases of a 25% full paralysis chance.
Motor Drive - Motor Drive improves CAP 27's matchup against Zeraora by allowing CAP 27 to outspeed Zeraora if it catches it on an Electric move, letting CAP 27 pressure it and force it out or simply fire off a last-ditch utility option if Zeraora is still full on HP. Additionally, like Volt Absorb, Motor Drive can protect CAP 27 from Thunder Wave for the purposes of consistency. Unlike Volt Absorb, Motor Drive would trend towards less resilient sets, which could help further differentiate it from Regenerator. This option was slated over Lightning Rod because it helps more in the Zeraora matchup and due to a decision against biasing CAP 27 specially in the stat stage.
Weak Armor - Weak Armor, though introduced late in the section, has seen near unanimous support due to the strong niche it carves from Regenerator strengthening certain Pressure matchups and punishing the opponent's attempts to gain momentum from U-turn without being oppressive. It allows CAP 27 to play a more offensive role while preventing it from going too far on the offensive spectrum by the conditional nature of its Speed boost.
I feel I should also add in here reasoning why No Guard wasn't slated. After reading through the discussion again, No Guard's benefits boil down to adding consistency to status moves and giving a slight power boost to STAB options. One draw of No Guard was that it can significantly improve CAP 27's special side, but this clashes with the earlier agreement on a primarily physical bias. This could be remedied by saying that a secondary ability, in competing with Regenerator, already doesn't have to worry about being a "primary" option. However, given that, the actual options available for boosting from No Guard are either minor or extreme (shoring up a few percent on Fire Blast vs the unfortunately oft-talked about Inferno). These benefits either don't change the way CAP 27 plays at the cost of significantly hampering its long term consistency (giving slight boosts to physical STAB and status accuracy for the short term while removing long-term recovery through Regenerator), or seek to change the way CAP 27 plays too much at the expense of previous ICC (giving too large of a boost to the special side of CAP 27). No Guard either doesn't provide a unique enough niche from Regenerator to be considered, or it provides abilities that go against what the community has decided would be good for CAP 27 up to this point, with little room for inbetween.
-------
Thanks for the discussion everyone, after
Jho confirms the slate, I'll see y'all in the polls!