Right. This thread has progressed to a point to which i am happy with, and i'm going to re-iterate an extremely Valid point already brought up:
CAP Mission Statement said:
"The Create-A-Pokémon project is a community dedicated to exploring and understanding the competitive Pokémon metagame by designing, creating, and playtesting new Pokémon concepts."
In other words, we're looking to perfect the metagame by trial and error.
After putting this to mu subconscience train of thought, i've come up with the conclusion that Weather, on the whole, needs to be overhauled. Here is a list of weathers and their effects, almost straight from Serebii:
Sunshine:
Fire Moves have their base power bumped up by 50% (1 stage).
Water moves have their base power bumped down by 50% (1 stage).
Solar Beam charge is cancelled.
Thunder's accuracy drops to 50%.
Synthesis, Morning sun and Moonlight recover 66% (.____.)
Chlorophyll Pokemon have their speed STAT Doubled.
Dry Skin pokemon take 2X more from fire attacks and lose (IIRC it's 12%) Hp per turn.
Flower Gift pokemon have themselves and their allies Attack stats boosted by 1 stage.
Leaf Guard pokemon are IMMUNE to status (!!!)
Solar Power pokemon have a Hp drain, but have their Special Attack bumped up.
Castform turns into a fire type, and Weather Ball becomes a 100BP Fire move.
Rain:
Fire Moves have their base power bumped Down by 50% (1 stage).
Water moves have their base power bumped up by 50% (1 stage).
Solar beam charge DOUBLES when rain is ACTIVATED.
Thunder's accuracy is 100% perfect (!!) And hits through Protect and Detect 25% of the time (!!!)
Synthesis, Morning sun and Moonlight recover 25% of hp (!?)
Dry Skin pokemon recover (12%?) health per turn.
Pokemon with the Hydration ability recover from status effects at the end of the turn (!!)
Pokemon with the Rain Dish ability have an additional "Leftovers Effect"
Swift Swim pokemon have their speed STAT Doubled.
Castform turns into a Water type, and Weather Ball becomes a 100BP Water move.
Hail:
Non Ice type pokemon get hit 6% Damage a turn.(!!)
Blizzard's accuracy is 100% perfect (!!) And hits through Protect and Detect 25% of the time (!!!)
Synthesis, Morning sun and Moonlight recover 25% of hp (!?)
Ice Body Pokemon have an additional "Leftovers Effect"
Snow Cloak pokemon have "Motherfucking Hax Veil" Activated (!!!!)
Castform turns into an Ice type, and Weather ball becomes a 100BP Ice move.
Sandstorm:
Non Rock/Ground/Steel pokemon get hit 6% damage a turn(!!)
Rock type pokemon's special defence gets a 1 stage boost (!!, but only where applicable. Stuff like Golem and Rhyperior still die to SE Special moves =\)
Thunder's Accuracy drops to 50%.
Synthesis, Morning sun and Moonlight recover 25% of hp (!?)
Sand Veil pokemon have "Motherfucking Hax Veil" Activated (!!!!)
Weather ball becomes a 100bp Rock move.
These are all the effects that have an influence on competitive gameplay. Obviously when the benefits are put together, we can clearly see that sun has the most benefits, Rain has the second most, And Hail and SS have the least, but obviously have advantages in HaxVeil abilities.
The counters list is something like this:
Sun is countered by SS -> Tar switches in, recieves a 1.5X SpD boost and takes a fire attack like a champ.
Rain is countered by hail -> Obama switches in, and using his democratic charms resists the water attack like the sea bashing against his steadfast campaign.
SS is countered by Mixed sweepers/random abusers (Garchomp, a staple OU says hi, and mixed sweepers like Infernape and Syclant tear through SS teams, because on the whole those types have a low SpD, barring Registeel, but i'm sure an OU team can deal with it.)
Hail is countered by Heatran/SS -> Heatran kills shit with Fire blast/Earth power/Tar comes in and either sets up or gets a SpD boost, except for Syclant, which is handled by a PSweeper.
Obviously everything seems to have it's benefits. However, why then are Sun and Rain not seriously a competitively viable option?
This lies in the answer that Perma SS and hail absolutly decimate teams like that. In a way, i'm sure GF Intended that to balance stuff out, but in reality they have made them unviable, especially when Tyranitar was fucking top tier OU in GSC. (I remember when Pursuit was considered nooby because of tar's 134 base attack vs 95 SpA).
What we can do to fix this up is something like this.
1. Make everything have an auto weather effect. Say, mini Kyogre/Groudon for OU.
2. Playtest that for a week/few weeks
3. Sit back and determine how this effects the metagame. Find out what teams are running rampant, then nerf that Weather effect.
4. Repeat steps 2 and 3.
Or, like being brought up, we can just chuck Auto weather and give a weather stopper.
Either way, i can see this being a HUGE Implication on the Metagame. We need to do some serious Theorymon beforehand though, to balance stuff out, followed by some serious playtesting. However, this needs to be planned out step by step and discussed, like has been brought up, by the best players and the Gods of theorymon. What is a given though, is that like IRL, we'd be better off making stuff overpowered and then gradually nerfing it. Not only does it make more sense, it fufills the statement
"God giveth, God Taketh away."
I mean, whoever heard of something like this:
"God Taketh away, then god saw that people did indeed like chocolate, so god giveth the chocolate back"