Okay, it's good you broke this down into dot points so it's rather easy to break down. Consider this a summary rebuttal to all the pro-ban points. Forgive me if I didn't address any specific ones if it's not summarised in Melee's post already.
Firstly, you included this very important assumption in here which is highly questionable:
Teambuilding is exempt from I due to the impersonal aspect of it. I feel like I shouldn't have to explain that but I probably do for some. So for those who have never been in a tournament before, it's perfectly okay to use somebody else's teams. Yes, people will still think you are good: see aim. However, it is not okay to let somebody else play for you. That is called ghosting and everybody will think you are bad if you need to be ghosted. Rest should be self explanatory.
It's perfectly okay to "team steal", but that does not make it exempt from I because it is still your choice that you picked the team. It's like if you go onto a workplace using someone else's toolbox. If you have all the tools for the job, fine. If you don't, it's not the fault of the job because you lack the tools for it, but it is ultimately yours, because you're the one who ultimately chose the tools for the job. Back to a Pokemon example, you can steal something like
Level 56's team or
Pistolero's team which are quite weak to GeoXern and get swept by it. It's not the fault of GeoXern, but yours because you chose that team. Again, we can argue whether those individual teams are good or bad, tournament-worthy or not until the cows come home, but
the fact of the matter is that teambuilding is your responsibility and is your choice, and if you have a team that doesn't have usable answers against S-tag, you bear the responsibility and you alone.
Okay, now with that in mind, let's look at your points. I'm not going to quote them here because that's just going to make my job here even more tedious than it already is.
A): Fine
B): Yes, it's not a gimmick. However, I would like to make a very key distinction between "not being surprised" and "being unprepared". One can be fully aware of the threat that S-tag is and choose to be relatively unprepared for it to focus on other things (I could have sworn you made a post about that somewhere, I'll need to go and find it when I have the time). There's also a difference between "well-prepared" and "totally immune".
C) Fine
D) Yes, but don't mix up "largely impacts the direction" and "causation".
E) Fine
F) This discourse is going to come up time and again. I'll concede that Ubers is a tournament metagame now, but fundamentally, that's never been its purpose. The metagame has been balanced and popular enough for so long that it was acceptable and competitive enough to be a tournament metagame, but it doesn't change what Ubers was originally made for. To answer Dice's question, if it were really up to that choice (dropping Ubers from tourneys or banning stuff like S-tag), I'd much rather Ubers get struck off the tournaments list (if it was "uncompetitive" enough) rather than ban things that so questionable. Again, you might think KFC would ultimately taste better if it had beef in its menu, but I'm more concerned that KFC stays with chicken.
G) Fine, although don't forget teambuilding, as I have highlighted above
H) Not a very specific definition at all that doesn't actually say anything. A Shadow Tag filled game or even something stupid like SwagPlay or Moody is still a "contest between rivals". Not a major thing, but something that I'll touch on when you reference this definition.
I) Yes, but refer to the above regarding teambuilding.
Your conclusions:
1) Fine
2) Not true. There's a difference between checks/counters as we traditionally associate to it and a "counterplay". Like I mentioned above, teambuilding options are available. Also, like I've mentioned on numerous occasions before, you have the means to avoid being trapped S-tag for every turn before the turn you get trapped. They might be unreliable double switching and what not, but the fact of the matter remains that the choice was made by you and your opponent. The game is perfectly within the control of human players. S-tag is an endpoint. "Counterplay" is available on every turn except the ones you are trapped, and even when you are trapped, you may still have counterplay available if you've made the proper teambuilding adjustments or win a Taunt/Destiny Bond 50/50 or something. Again the difference of this 50/50 is that it's player dependent, unlike the other 50/50s like Swagger which are player independent.
3) Point (2) is false, so this point is false too. Even if it were true, so what?
4) True-ish. Again, refer to what I refer to be the "purpose" of what Ubers is supposed to be and the difference to what it presently is.
5) (2) and (3) are false and (I) is not completely true either if you see the bit on teambuilding. The conclusion is not completely wrong though, I'll give you that. It could be true if the opponent has not made preparations for them to escape being trapped. Even so, it doesn't mean that just because there is a break in interaction of the game in this aspect means there is a causative element to the result of the game.
6) See (5)
7) See (5) and (6) are not entirely true. (H) is also a vague definition which you can't draw any conclusions from. This makes this conclusion quite dodgy. Again, you hate it by now, but I'll just direct you to the definition that you elected to use in this thread AND
your earlier post in the Gengarite thread:
Uncompetitive game aspects (or strategies) are those that take away autonomy (control of the game's events), take it out of the hand's of player's decisions--and do so to a degree that can be considered uncompetitive.
As demonstrated by Evasion Clause testing, philosophy alone is not enough to ban an element from Ubers. There needs to be a practical application of this broken element that shows it does have an actual, realistic impact on the metagame.
So, the extent of the "break in competition" as you call it has to be measured and not just a yes/no question. This is important because your later points refer directly to this.
8) See (7)
9) I'll make one simple yet important adjustment to make the statement true:
Under the assumption of D, and E, we can claim that even small number of turns can sometimes have equal or greater value to a larger remainder
10) Big problems:
- (8) is not entirely true, which IMO was the really major part of the 3 points
- Even if all (4), (8) and (9) are completely true, this is a big conclusion to make and you really need more reasoning. Again, refer to the definition of "uncompetitive" that you elected to use. It explicitly calls for a degree on which your points needs to fulfill. Again, we have plenty of things in the metagame fulfill points (4), (8) and (9) that we are perfectly fine with, for example Arena Trap/Magnet Pull, phazing moves, Evasion, even controlled Sleep. These are not red herrings because they tell us that we are able to tolerate things that fulfill points (4), (8) and (9) to a certain level and therefore should be factored into any discussion.
- So basically your whole flowchart (not withstanding all the flaws that I've pointed out above) still only address part 1 of your uncompetitive definition, which is what it does, but little to address part 2 of the definition, which is the degree in which "limits competition".