1. What should the build of our Pokemon be? (eg. Bulky offensive, hyper defensive, etc)
The seemingly obvious choice here would be a glass cannon as this could be revenge killed by a priority move easily and doesn't survive very long during the match. however, this isn't the purpose of a glass cannon. it's supposed to either revenge kill or put a very large dent in the opposition which isn't very hard to do, simply clicking the right move reaps the user the reward of a kill or opening up a wall to be removed more easily by the rest of the team. That really seems like a low risk situation to me. maybe not always a high reward but not too risky. on the other hand something like what Deck proposed with rhyperior would be riskier as it is vulnerable to a good amount of super effective attacks, and doesn't outspeed much of anything. However, with proper support and strategy rhyperior can tear holes into teams with its monster attack and good offensive typing.
2. What facet of strategy should this Pokemon's focus be on? (eg. Support, hyper offence, etc)
I believe this is where there is still a lot of room for discussion. Offense has obviously been the focus thus far but support can be just as, if not more risky, than an offensive poke. A support mon can provide a key sweeper what it needs to clean up the opposition through hazards, screen support, status support and hp support. This can be monumentally rewarding to the user and can make a victory much easier to come by. However support mons can usually be dealt with very easily and the support they provide can be taken away just as easily if proper strategy isn't used. not having a reliable spin blocker for a hazard setter is one example. And in the case that the support fails, that team slot was essentially put to waste AND the rest of the team, which normally relies on that support, is put into a position where it must function without it. So with that i think we have some very interesting possibilities and strong arguments could be made for both. i think i would like to see more discussion on that before i decide though.
3. In which parts of the process should we focus on Reward, and in which should we focus on Risk? (eg. Low Speed so reliance on set-up moves, etc)
Here i'm pretty strongly opposed to having this cap rely on a setup move as there is setup moves are low risk high reward moves. For example a mon with great stats but a hindering speed stat that is given a move such as rock polish is fixed nearly immediately and with little skill involved. Thats a major focus that i think should be put into account, the skill involved in pulling off the risk involved with using cap4 on your team. there should be some notable and somewhat debilitating weaknesses in the form of low stats in certain areas that make it more difficult to use, as well as typing weaknesses. however with proper support and team building the low stats can be made less of a factor and the typing weaknesses can be mostly covered to allow cap4 to use the strengths of its typing to succeed.