Well, to your first question, I think it should be painfully obvious that bulky offense is not an option we should be taking. Look at the vast majority of OU. Look at the vast majority of CAPs we have made. There is so much bulky offense out there, and none of it is at all what you would call risky. Not dying to a singe hit and being able hit back is a staple of being a risk free pokemon, and thus is not what we should be trying to emulate. I believe that we need something very focused on one thing, such that the rest help contribute to the fallback that makes it risky. Pure offense probably the easiest way to go, but sturdy wall with not much ability to hit back is just as if not more risky. Either way though, I think we need extremes, as having a little of everything just gets rid of the risk for going one way or another.
As for strategy, it simply depends on which extreme we choose. Hyper Offense would be a fine rout if we chose an offensive extreme, and Stall is fine for the defensive extreme. However, I really like the idea of a support style Pokemon. Support could actually work for either of the extremes, and still be risky. A fast, frail Pokemon who's power you have to be wary of will help force the switches necessary to get in support moves. But, if it is limited to support by something like a shallow offensive movepool, then it becomes risky, as it will only have a single turn to get that move it, and if it chooses that support move, any time the opponent fails to get that switch could spell its doom. Defensive support is also viable, as long as it lacks offensive prowess making it risky to use against any potential set up sweeper.
And finally, I think all parts need to focus on both risk and reward. A Pokemon with amazing stats but bad movepool isn't risky. Its just mediocre. Same thing in reverse. We need both to just be focused toward what we want it to do. Ability is really the only place where we can truly go one way or another. And what we do here really depends on what we want to do overall for the rest. If we want to do a hindering ability, then we need to compensate elsewhere to make the risk worth it. But if we want some ability that promotes a risky play-style, such as Gluttony then we simply need to make sure the rest is focused towards what we want to do. Honesty, I don't think it is possible to really decide where the risk and reward need to be built in until we have definite answers to the first two questions.
<jas61292> I record everything
<nyttyn> prove it.
<nyttyn> WHAT WAS THE VERY FIRST THING I EVER SAID IN THIS CHANNEL.
<jas61292> [06/02/12 | 12:43] <NyttyN> Huh what deo you know shelll smash did get banned
<nyttyn> well congratulations jas your stalker nexus has reached an all time high.