Well, there isn't much for me to say in direct reply to anyone regarding my concept, Weather Equalizer. However, I do want to clarify something about the concept.
The point of Weather Equalizer is not to create the largest possible dent in Sand and Rain usage. While elevating another weather to the level of Rain and Sand would necessarily lower the usage of the two currently dominant weathers, the real goal of the concept is to make the usage of sun or hail rise to ~33% (probably lower since there still is a fourth weather, and non-weather teams are available). Such an occurrence would surely shake things up quite a bit, but it's not so much a "tear down the metagame" thing as an "expand the metagame" idea.
If the usage of Rain and Sand plummeted to below, say, 20% with this concept, it would be a sign we had created too powerful a CAP; if this happened, it would still probably be a great learning experience. Whatever happens to the metagame will give us insight into why the metagame today is centralized around two weathers while leaving the other two in relative obscurity.
The point of Weather Equalizer is not to create the largest possible dent in Sand and Rain usage. While elevating another weather to the level of Rain and Sand would necessarily lower the usage of the two currently dominant weathers, the real goal of the concept is to make the usage of sun or hail rise to ~33% (probably lower since there still is a fourth weather, and non-weather teams are available). Such an occurrence would surely shake things up quite a bit, but it's not so much a "tear down the metagame" thing as an "expand the metagame" idea.
If the usage of Rain and Sand plummeted to below, say, 20% with this concept, it would be a sign we had created too powerful a CAP; if this happened, it would still probably be a great learning experience. Whatever happens to the metagame will give us insight into why the metagame today is centralized around two weathers while leaving the other two in relative obscurity.