I'm sorry, but GameFreak has proven to be completely unpredictable and not to care about seemingly estabilished patterns time and again in the past, so why on earth would you justify this mod's changes or lack of based on assumptions that could be thrown out of the window at any time?
Things like Flareon and Flare Blitz as well as more ways to get rid of entry hazards is something that the community wants to happen, not something that GF has any obligations in giving us. In their mind, Flare Blitz Flareon could be just as illogical as Overheat Cryogonal. We don't know if it's the case and we have no way to prove otherwise.
Meanwhile they gave us completely unexpected things like Drizzle Politoed and Drought Ninetales.
These two definitely qualify as something "GF would never do" if we were still in Gen 4... yet it happened.
I'm not saying this mod is bad, mind you, in fact it's by far the best one I've seen, but I just don't see why you would base your choices on developers who seemingly make half of their decisions regarding gameplay balance while they're on drugs.
THIS. Anyway, let's review the criteria:
- no base stat changes
How much I'd like to see some, it's safe to say that this one is true.
- no removing from movepool
This all depends on whether or not it's possible to transfer. Even then, it's not entirely true (not all Tauros can learn Body Slam, for instance). Also, if HMs have to be forgotten, Surf Pikachu has to be rereleased over and over.
- no removing from ability distribution
While that has been true so far, GF really has to do this at some point. Otherwise some mons might eventually have like 50 ability slots, which would be absurd. Or they will get an evolution, just for a new ability (already happened once: I'm looking at Rhyperior). Also, many non-Hoenn pokes where somewhat neglected during the first ability distribution: most of the grass types got Chlorophyl, the Rock types got Sturdy/Rock Head (both of which where useless by then), and the electrics got Static (only Jolteon got Volt Absorb), and the legendaries got Pressure. The DWA distribution also wasn't that great on some mons (the Regis should have gotten Analytic, for instance). What I'm trying to say is that GF should replace abilities at some point, and I believe they will (or they will modify the mechanics around it).
- no typing changes without strong justification
With Magneton and Roton-A in mind, I think it's safe to say that type changes are plausible to occur on 'mons that are introduced last generation, but otherwise not.
- only numbers that make sense like 60%, 30%, etc, not weird numbers like 65%
This simply doesn't fit to the criteria, sorry. It's always most likely for a move to simply not change at all, keeping the accuracy at the same, possibly weard number (look at Fire Blast, for instance).
- no buffing OU mons, except maybe tiny buffs to mons at the bottom of OU
It's a good measurement in this project, but I honestly think that the people of GF hardly even take a look at the tier list. Also, Tyranitar, which was OU in G/S, did get a major buff in Adv in getting Sand Stream.
- no doing things that make zero sense flavor-wise
Sure.
Now, let's take a look on things that are just as unlikely, i not, even more unlikely:
Drives will change Genesect's typing immediately after switch-in, to Bug/Ice, Bug/Fire, Bug/Electric, or Bug/Water (basically, it will change Genesect's type, except Genesect will still take neutral damage from SR). However, Download will not activate unless Genesect holds a Drive.
I know this is based af Rotom-A's change, but when looking at the sprites of these forms (which have no difference besides the color of the drive pugged in), I think this is just way to unlikely, and it hardly makes sense as well. The other changes around it make it even more unlikely (the SR thing was also redundant to say with your nerf of SR in mind). My already proposed change was that drives shouldn't take an item slot (as they replace the pink colored drive in the regular form), and that the forms are nothing but a mere gimmick (although the blue one has a slight edge in having a techno blast that isn't outclassed).
Recharge moves are similarly buffed. They have 75 base power, always crit, and they only recharge if they KO. Be careful - in return for a KO, they still give the foe a free switch-in and a turn to set up.
Wait, wasn't hyper beam a move that is supposed to look extremely powerful in the first glace? (i.e. before looking at the flavor text). Also, re\"introducing an inverse version of an RBY glitch (that also hardly makes sense) is also unlikely. My already proposed change was introducing the ability to switch during the recharge turn (it is already possible in-game, when they ask something like do you want to switch), and to buff the legendary's signature move RoT. What I'm trying to say is that this move doesn't have to that great, but shouldn't loose it's own gimmick potential and steal another move's gimmick (looking at Storm Trow/Fire Blast).
Ice Body has 30% chance of freezing a contact move (and grants passive healing out of Hail, too)
WTF?
Also, the changes to the charge moves are unlikely as well. I find it kinda unlogical for the weaker ones to autocrit (plus, overdoing autocrits is somewhat lame to me). I had the following changes in mind:
-Fly: Rather than making them more powerful themselves, I want to introduce the following gimmick (also quite unlikely to happen, but that holds for every change): When you are in the sky, you can use a few other moves next turns, instead of returning to the ground. This comes to a prize: every move that does hit you, does double dammage (not sure about that). And the list of these kind of moves is extended by Blizzard, Swift, Water Spout, Eruption, Draco Meteor, Explosion and Fly itself (and maybe some others). Also, you can't switch out in the sky, and you can't use this move behind a Sub.
-Dig/Dive: Similar mechanics there, although I'm not exactely sure how to nail them.
-Sky Attack: When the user is "cloaked in harsh light", the target looses accuracy by 1 stage. The power and side effects stay (high crit rate, flinch rate). However, this move breaks through Protect/Detect/Substitute, and also gains a chance of dropping defense (as said in the Readme).
-Freeze Shock: The power should be boosted to 180. In addition to the 30% paralysis rate, it should also gain a 30% freeze rate. Also breaks through protect/detect/sub.
-Ice Burn: selfexplanatory.
-Solarbeam: I don't like the healing thing, sorry. The only think I'd like to change is that it should be no longer messed up further by other weather.
-Sky Drop: this move doesn't really give the target a free turn, so I don't see why it should be changed (maybe power boost to 75).
The other changes are decent to me, aside from power drop and the autocrit.
Some other suggestions:
-PP swap between Protect and Detect
-Withdraw being a Detect clone
-Magma Armor raising both defenses by 1 stage after being hit by a Fire move (GenNext's change is a little complicated, but cool nontheless). Also, freezing shouldn't occur to Fire types in general.
-Meditate raising Atk but also Sdef, as many mind based moves raise Sdef.
-Mud Sport halves the power of electric moves against the entire team for the next 5 turns, and prevents them form causing paralysis as well (similar to Water Sport).
-Solar power boosts both offenses under sun.
-Stench should (as an entire overhaul) cause any incoming target that isn't Poison or Steel to loose 1/16 of the health upon switching in when the bearer is on the field.