While I mostly agree with the detailed analysis DJD posted, I am slightly concerned about giving CAP5 the role of hazard controller. This may involve a little too much poll-jumping for this thread's purpose, but I think this point is good enough to be done anyway. If we give it Rapid Spin, we basically produce the ultimate anti-hazard machine, able to remove them and get rid on its own of all those Ghost switch-ins with ease (and maybe even Pursuit them to oblivion if they try to play mindgames with you); this is obviously undesirable since other teams are likely to take advantage of it and use that advantage against Sun (non-Lati Dragons would thank infinitely for that, for example). If we instead don't give it Rapid Spin, we are basically forced into Magic Bounce since the main source of hazards are indeed Steel types (Ferro, Forretress, Skarmory, Zong, etc) and we're arguing mostly against being able to threaten them too much; being forced into something is something we want to avoid at all costs in CAP, if I got the project's spirit and purpose right, so that's an undesirable path too. Since both alternatives lead to not-so-good outcomes, I think we should focus on dealing with Latis and threatening Water types as our main goals; trying to also handle hazards looks potentially troublesome to me, and since you included a "filler" role in your basic Sun team scheme, a Sun player should have no problem to accomodate CAP5 in his team if it's really a great asset for a Sun team.
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