You read what you wanted to read and took my points out of context, there is no reason at all for me to reply to this post.As the ATL, I've been following this project very closely, and for good reason. In all of this project, nowhere—and I mean nowhere—have we (reachzero or myself) said that CAP1 should not or cannot be a good tank. As a matter of fact, CAP1 will likely be far superior in its job of grabbing and abusing momentum if it is a successful tank.
No, Regenerator really doesn't solve any problems. Lots of people seem to be too graciously accepting that on average, CAP1 gets more healing from Regenerator than Poison Heal. What they are underplaying the severity of is the fact that CAP1 has to switch out in order to actually get that healing. While this is spectacular for pivot scenarios or using Substitute once, attacking, and fleeing, it gives CAP1 absolutely no staying power whatsoever and makes CAP1 with Regenerator play in much the exact same way as CAP1 with Intimidate. But the big problem is, I'd always rather Intimidate over Regenerator! (And you should too) The Attack drop helps you take on a ton of threats that you simply would not be able to with Regenerator, and allows CAP1 to threaten and/or OHKO them all with Aura Sphere (relevant since CAP1 is slower). Regenerator doesn't provide any of these benefits.
You are thinking about this in a very strange manner not conducive to reality in Pokemon battles. Poison Heal is nothing like Intimidate. Intimidate only gives you a good tanking capacity on the switch-in turn against physical threats. That's great for checking and pivoting in against stuff like Excadrill or Landorus or <insert physical 'mon here>, but leaves you vulnerable the turn after switching in. Intimidate is not like Eviolite in that it constantly alters the stats of a Pokemon, and CAP1 really gains no longevity over multiple turns from the ability. Poison Heal is completely different in that regard, and due to its many assets, helps CAP1 stay in over multiple turns to achieve different momentum-grabbing strategies than it would otherwise be capable of (more successful Toxic stalling, for instance).
I need to emphasize one last time that it is okay for CAP1 to tank, it is okay for CAP1 to stay in for several turns, and it is even more ok for CAP1 to be able to take hits and be a general pain to KO. There are many successful momentum grabbing Pokemon that do these things already, and CAP1 is not going to outclass any of them in a large way with Poison Heal. Please do not misinterpret what we have decided in Concept Assessment, because that may and likely will have an adverse effect on the CAP in general.
EDIT: As did Paradox. For example, in your first refutation you assume that I "ignore" the paralysis and sleep/freeze. However, the very fucking next sentence I explain how Regen recovers damage and thoughtful team building (Aromatherapy, for instance, and for the second time) completely solves this without limiting the CAP to one item to be able to use it's second ability. Diversity is key in momentum, and Poison Heal is detrimental to this.