While I think Malaconda did go fairly well, I don't get why people are giving it a rousing chorus and saying it is without fault. After-all, the concept got basically hijacked to be "Sun Supporter." I don't doubt CAP5 won't be a great pivot for sun, and many people claim this supports the concept qutie well, but it's extremely disturbing that most people haven't even so much as talked about the concept in months. To be fair the concept was quite vague and is going to be very difficult to judge if we succeeded or not due to CAP metagames having a natural CAP bias, so perhaps it's for the best.
We'll just have to see how it goes in the playtest.
Quick rundown of the questions once more.
Is a types usefulness relative to the metagame or is it intrinsic? (Ie. Can any type be the "best" type given the right circumstances or do type match-ups, available STAB moves etc mean some types will always be better than others?)
Answered in Concept Assessment, it was agreed that it was mostly intristic, and that Water, Dragon, and Steel were the best types.
What exploitable weaknesses do "good" types in OU have? Are their currently pokemon that can exploit them and if so, how do they function differently to CAP5?
Mostly answered during Concept Assessment.
How (if at all) will the targeted types adapt to the situation created? Will people choose different movesets, abilities, etc or will they just use them more/less? How is this linked to the way CAP5 functions strategically?
While we didn't actually target any types specifically since we chose to instead target a team archtype, Malaconda does directly threaten water and psychic types. We'll have to wait to see how water types react but I'm going to take a wild guess here and predict a massive spike in ice beam/equivilent usage (not that every water type who had it who wasn't Gyarados or Azumarill didn't use it before). And Psychics will probably jus treact the same way they react to TTar.
What effects will the changes on certain types' presence have on the metagame?
This question is going to go unanswered since CAP5's playtest is going to be biased towards Malaconda. Unless it goes on for months, the usage stats for this are going to be extremely unhelpful due to bias.
Which members of the targeted types will benefit and suffer from this most and why?
We didn't target a type, we targeted a team archtype, so this question was made irrelevant.`But to answer the spirit of it - Ice, Fire, and Flying are going to benefit thanks to rapid spin. Water will slightly suffer due to a good grass type being introduced.
By creating CAP5, have we learnt any new ways to counter good types or use bad types?
No, as we just combined aspects of play already known (Rapid Spin is nice to help out types who have a SR weakness, Grass murders Water, Dark murders Psychic).
Also, as a complete side note, this CAP really showed we have a serious issue with the VGM system because as it stands every single move is weighed equally as simply "VGM," regardless of any factor other then being "good," putting heavy pressure on movepool building. While I don't think we should start going into a extremely complicated "xyz move is VGM for yzc stats and move type" system, I think that we should at the very least look into weighing how "good" moves are, because there is no way in hell Acid Spray is on the same level as Spore.