Some very interesting discussions going on about the boosting moves here.
It seems like we aren't worried about Aurumoth's ability to hit hard - with Swords Dance/Tail Glow it can certainly do that. The main worries behind the debate are about sweeping without being revenge-killed, and to a lesser extent about Ability triality.
I thought that when we chose a stat spread with less than 99 Speed, we had pretty much resigned ourselves to being revenge killed by Choice Scarf Genesect. With a SpA boost from Download, Genesect is always going to be OHKO'ing Aurumoth (116.9% - 138% from Timid Scarfsect even if Aurumoth has +1 SpA). We have seen from Korski's calcs that plenty of OU pokemon can OHKO Aurumoth with SR factored in. So unless we get to +2 Speed somehow, the Scarfers of OU are going to have a field day no matter what Aurumoth does. While it isn't impossible to get to +2 speed with Weak Armour alone, it is pretty damn hard. So for the large number of people that think Aurumoth will be underpowered if it can't outspeed Scarfers, it would be good to give Aurumoth some way to do that while still being a scary offensive threat.
For these reasons I would vote to Allow Dragon Dance. As it is, the Physical movepool for Aurumoth is much less impressive than the Special side. I can't imagine an Aurumoth with Swords Dance, Megahorn, Zen Headbutt and Close Combat (for example) having a chance to sweep whole teams with +2 Attack but only 0 to (situational) +1 speed. We want Aurumoth to have a chance at this, otherwise there is no High Reward. So allowing Aurumoth a similar moveset but with +1 Attack +1 possibly +2 Speed is significantly helping the High Reward aspect of the concept. The in-built risks are already there.
I would Disallow Quiver Dance however, as it is better than Tail Glow (for sweeping, not wall-breaking), better than Agility, better than Dragon Dance and uses Aurumoth's likely better Special movepool to sweep. As far as I can see, it definitively outclasses all other boosting moves that are being considered. I think that if QD was allowed, the Special movepool would have to be seriously nerfed in order for it not to be used significantly more than Physical/Mixed sets. I don't want that to have to happen. With SD/Dragon Dance/Tail Glow/Calm Mind you have a much more balanced array of boosting moves to choose from.
The fact that QD bolsters Aurumoth's weaker defensive stat and therefore allows it to survive neutral special hits while boosting speed and retaining physical bulk does not bode well for Weak Armour usage either. It's quite easy to see how Aurumoth could get 2 QDs under its belt and therefore get to +2 speed without Weak Armour. This is not something I want to happen as it really does reduce the usefulness of the Primary Ability.
As an addenum, please Allow Substitute. It's part of the Concept, it uses your precious health which may then be down to 50% if SR is already on the field, if you want to use it with a stat boosting move you have to make do with 2 move coverage, and if you use it with WA, you still need to boost offensive stats in order to be unstoppable behind a sub. It's really not a very safe option on Aurumoth, and I for one want to know the answer to the question posed about it in the Concept.
If I haven't seen further, it's because giants were standing on my shoulders...