Okay, time to look at the second page of concepts. As always, send me a PM if you've edited your concept and would like more feedback. If you're still working on a concept (as in, if any of the 5 parts are blank) then I'll hold my commentary.
TorterraX (Predictable me?) - I'm not sure if this is possible, really. If this concept is selected we'd be spending months analyzing this concept from just about every angle we can think of, but this concept is based on the opponent not knowing what this Pokemon is capable of. If I'm understanding this concept correctly, you want to design a Pokemon with one primary set that can also run a multitude of "luring" options. In my opinion, the closest Pokemon we've had to this concept is Genesect before it was banned recently, and even then people realized it had the potential to run far more than just a Scarf set. If you could provide some examples of how you think this concept can succeed, it would be helpful.
Brammi (Fog Bank) - You allude to Defiant and Competitive Pokemon in your concept, but I'm having trouble thinking of any other ways you would want to force your opponent not to Defog. Placing pressure on the opponent ("if you Defog I KO you, if you Roost you can't Defog") is a reasonable way to discourage the opponent from Defogging, but you said it yourself you don't want to discourage Defog offensively. I can think of a few ultra-niche strategies that would discourage Defog (Contrary, Defiant/Competitive), but there seem to be very few paths to take with this concept.
Knuckstrike (Jack of all trades, ...) - This seems like another "glue" Pokemon concept, a rather popular choice for a concept so far. In your Explanation, could you expand on any examples of this concept have existed in current or previous metagames? If you don't believe this concept has existed before, could you explain why not?
DeltaFlame (Perfect Klefki Counter) - Klefki and SwagPlay as a whole are not worth creating an entire Pokemon to stop. Although they are definitely annoying to face, Klefki is a fringe OU Pokemon (43rd by usage) and below the OU cutoff in the 1760 stats. It's hard to justify that we need to create a Pokemon just to handle a fringe strategy, especially one based almost entirely on luck. Although I admit Klefki is a difficult Pokemon to counter and that most teams are not specifically well-equipped to handle Klefki, the reverse is true as well. Klefki is not a Pokemon that can run through a team consistently, and its low usage among high-level players supports this.
Afti (Gettin' Tricky With It) - Do you think it's possible to make a Trick Room team strategy viable when only 5 turns are available? Furthermore, a Trick Room sweeper that would be on this Pokemon's team would only have 3 turns to unleash attacks. Unless this Pokemon is ridiculously powerful, it's going to struggle greatly in the bulky metagame that is Gen VI OU. I can get behind a Trick Room standalone sweeper, but Trick Room teams do not see use in OU because it's just too slow a strategy and because 3 turns is not enough time to prepare a sweep. I'd like to see more argument directed at what it takes to make Trick Room
teams viable in XY OU and whether or not one Pokemon can be enough to make said teams viable.
bugmaniacbob (Psychological Warfare) - I like this concept as an idea, but I'm really concerned about its feasibility. This concept wants to stress out good players the same way pressure situations stress out bad players, but one of the hallmarks of a good player is their ability to remain cool under pressure. The "illusion of immortality" is definitely possible to create in this generation, but the effectiveness of this illusion is inversely proportional to the skill of the opponent. The Doom Desire Jirachi example you cite was not a prevalent strategy in any generation even though Jirachi is a theoretically great user of Doom Desire. Would a good player really be fazed by that strategy, or would a good player use the two turns that the Doom Desire strategy requires to set up their own plan? I don't believe your Sableye example fits the bill of what you're trying to explain; the threat of Sableye Recovering and Burning is very real, and good players recognize and fear it the same way they recognize and fear powerful sweepers such as Mega Pinsir and Latios. What I don't like about this concept is that just about every Pokemon's psychological threat is less than its actual, tangible threat.
SubwayJ (INTERROBANG) - This seems like a disguised "jack of all trades" Pokemon. We'd obviously have to design a Pokemon with multiple roles, probably with three roles at least in order to achieve the amount of unpredictability the concept requires. Furthermore, it's not fair to say that no Pokemon has fit your concept in any tier, a few examples do come to mind. Mew in Gen V UU could literally be a Swords Dance sweeper, Nasty Plotter, wall, Baton Passer, or even a Calm Minder. In Gen VI, there's the obvious Arceus in Ubers example. I will admit that unpredictability is not as prevalent in Gen VI OU as other current and previous metagames, but I'm not convinced that we need to create a Pokemon to study the importance of unpredictability.
alexwolf (Knock Off Punisher) - Knock Off is a great move in this generation, but it's really only seen on a handful of Pokemon right now. Mandibuzz, Bisharp and Conkeldurr are the top users of it, obviously, and you'll see the occasional Gliscor, Landorus, Azumarill, or Scizor packing it. Teams generally don't carry more than one Knock Off user, as well. Furthermore, so many Mega Pokemon already punish Knock Off users. Mega Pinsir, On the other hand, the multitude of examples you have in your explanation really elucidate the directions this concept could go, and Knock Off is one of the best moves in Pokemon right now. I'm not entirely sure Knock off needs an entire CAP dedicated to it, but it's definitely a worthy thought,
Facepalmboook (Bad Ability?) - How do you intend for something inherently bad (a negative Ability) to be a Pokemon's strongest weapon. I can understand a Pokemon overcoming a bad Ability such as Defeatist, but I don't see this concept working because most negative Abilities are banned and because it is nigh impossible to turn a hindrance into a strength. Given the state of our Ability banlist, I do not believe this is a feasible concept for the CAP.
colourcodedchaos (What Might Have Been) - At the moment, there is no NU tier. The tiers below UU are still being sorted out, and it's not reasonable to look at Gen V's NU list because the metagame has changed so much over the generation. Although translating a role from a separate metagame is a reasonable concept, the Gen VI lower tiers are just too volatile/unexplored to be the template for a concept right now.
Redwolf (Terrain Control) - Are you looking for a Pokemon that can set up one specific terrain, or a Pokemon that can set up and succeed under multiple Terrains? Although the Terrains are definitely underappreciated because of their awful distribution, is it possible to make the Terrains relevant in Singles? The Terrains really seem like field effects intended to be used by multiple Pokemon at once. A problem with your Explanation is that Fidgit's Ability, Persistent, wouldn't be allowed on something like CAP1 since there is a ban on custom Abilities. I also question the viability of Electric Terrain as you described it, as two of the three OU Electric-types (Rotom-W and Thundurus) are not affected by the Terrain. The other two Terrains are definitely cool, but are 5 turns of a largely marginal boost worthy of a CAP? I would like to see more explanation of why Misty/Grassy Terrain can become prevalent strategies if your concept was selected.
kpatable (The Switching Guru) - Switching is definitely an important concept in Pokemon, but is it possible to create a Pokemon whose main quality is the ability to switch? You can't win a game of Pokemon without selecting attacks, and all things being equal a Pokemon would rather attack or set up than switch. When a player makes a move, they usually do so to force the opponent to switch or take significant damage next turn. In terms of having the opponent switch, there are numerous Pokemon in this metagame (and every metagame) that force switches. Users of Volt Switch and U-Turn are great because they let the user switch and almost always force the opponent switch the next turn. I don't understand how we can build a Pokemon whose premier quality is the ability to switch and force switches, or at least I don't understand how we would learn about switching
specifically with this concept. I'd like to see more explanation.
LoDart210 (Where do you think you're going?) - This explanation doesn't make a lot of sense. There is not a way to randomize the switching caused by U-Turn and Volt Switch without resorting to custom options. There's no question that U-Turn and Volt Switch are popular moves, and for good reason. Could you explain further how you intend to punish users of the moves, especially when most U-Turn and Volt Switch users have numerous other options to punish their supposed counters?
Ununhexium (Check This Out) -This seems like the opposite of Krilowatt's Utility Counter, as we want to make a Pokemon capable of checking dozens of Pokemon but countering only a few. For your explanation, you should talk more about whether you think a Pokemon like this already exists in the OU metagame or another metagame, what we would learn about the OU metagame by realizing this concept, and how you think we can accomplish your concept. This idea has promise, but there's a lot of work to be done in the explanation.
DarkSlay (Swiss Army Knife) - This is a very broad concept, but it seems possible to accomplish. If I understand what you're saying, you want a Pokemon that runs different sets based on what sort of team it's on. Although there are definitely Pokemon in the current metagame that fulfill this role, CAP could still build a Pokemon that works much differently than the Swiss Army Knives that already exist.
Toa Tahu (Glue) - A lot of "glue"-like concepts have already been proposed, and reading yours makes me believe you wish to create a top-tier utility Pokemon. There's definitely room in OU for another pure utility Pokemon, and it'd be interesting to see a utility Pokemon that doesn't behave in the same way Pokemon like Skarmory and Excadrill do. I'd like to see a little more discussion about what "glue" is in your concept? Is hazard control what you're looking for in a "glue" Pokemon ,or are there other ways to create a Pokemon that fulfills your concept?
Clankenator007 (Onslaught) - I really like this concept. We'd get to study which Pokemon could work well in a "Double <Sweeper>" core, and we know this can lead to a successful product because so many Onslaught cores have existed in past metagames. With the advent of Mega Evolution, it'd be interesting to see if we could design a partner in crime for a Mega sweeper. Reading your explanation, I think you should take a side as to whether or not you want to build an onslaught core or create a Pokemon intended to stop one that already exists; it's a bit of a hedged bet otherwise. If you clean that up, this concept shows a lot of promise.
Birkal (Fully Uncompetitive) - I have mixed feelings towards this concept. One one hand, we'd likely spend the Concept Assessment defining competitiveness and move forward by violating that definition as best we can. That's definitely a worthy endeavor, but at the moment Smogon itself has refused to define the most contentious term in Pokemon. Furthermore, Smogon has been less than consistent in banning Pokemon for "uncompetitive" reasons, producing reasons such as "does its job too well" and "reduces the game to a coinflip". There's definitely a lot to learn with this concept, but nailing down definitions during Concept Assessment is a massive task.
Srn9130 (The Ultimate Trapper) - Trapping has had its time in the sun, but as Pokemon have gotten stronger and less susceptible to trapping the strategy has fallen out of favor. It would be interesting to try to revive that strategy, although we can't go the Shadow Tag route for obvious reasons. Your concept is well-fleshed out and I like the number of angles you approach it from; trapping is definitely a worthy cause to move forward with.