Sorry that I'm sorta unsure about some of these, but here's what I think at the moment!
U-turn
I do understand the criticism for U-turn, since this is just asking for Malaconda to be paired with Dugtrio to wreck Ninetales and Heatran, even though you can argue that its Dugtrio who is dealing with them, and not Malaconda. However, I think this is a necessary evil for this CAP, because without U-turn, I think Malaconda is just going to be a massive momentum loser for sun teams instead of an invaluable teammmate. I know a few people will mention "but what about Baton Pass?". While I'd support that too, this is the attacking move thread, so I don't think thats too relevant yet. Anyways, I feel that despite the Dugtrio problem, U-turn NEEDS to be allowed.
Dragon Tail
I know you don't have this separated from Dragon moves capefeather, but I think that is actually a mistake! Dragon Tail is quite a bit weaker than other Dragon moves (so that means it isn't exactly checking any extra Dragons with this move), but most importantly, gives Malaconda a valuable, untauntable phazing move. Much like U-turn, this can make Malaconda less of a liability for sun teams, because now you can't have stuff like Dragonite and Salamence setting up on it, BUT at the same time, those two can still use their physical STABs to give Malaconda some serious wounds. So I think Dragon Tail should be allowed regardless of wether or not other Dragon moves are.
Other Bug-type moves
Ehh honestly, Hydreigon isn't really that common in the first place, and I don't think giving this thing a way to slam Celebi harder is really that big of a deal. Plus, if U-turn is allowed, I'm sure no one will bother with thses moves, so let them be allowed.
Fire Fang
Yeah yeah I know everyone expects me to go on about how we should totally have Fire move coverage, because near the beginning of the CAP I said I was seriously thinking about stuff like Flare Blitz (or maybe even V-create :P) depending on where this CAP's direction went... but the direction this CAP has gone makes Fire moves something that probably shouldn't be allowed.
While I have always personally liked the idea of this thing having Fire-type attacks, the end of the threats discussion clearly lead to us deciding that this CAP is going to have problems with quite a few steels (ESPECIALLY Scizor according to the last post in the thread). Even with only 4 Attack EVs, you are dealing 82-97% to bulky Scizor with Sunny Fire Fang. which is really going to harm Scizor's ability to deal with Malaconda! And like Dfrog said, you can actually deal over 50% to Forretress and Ferrothorn in the sun. There is also another reason Im iffy about Fire Fang: It's because if you REALLY hate Scizor, you could actually run HP Fire! That base 40 SpA may be a joke, but with a Sassy nature and sun support, you can still deal 52% minimum to the standard CB Scizor, 2HKO Physically defensive Scizor, and even deal 45.5 - 53.89% to Physically Defensive Skarmory!
So really, when it comes to Fire Fang, its really more about "is hitting Scizor harder and doing lots to Ferrothorn important" rather than "hitting Steels" in general, since again we CAN use HP Fire. So in conclusion, I don't think Fire Fang is needed beyond being a better HP Fire, so I'm against it at the moment, but I'm pretty open to being swayed by some more arguments on it!
Dragon-type and other Ice-type moves
I've done some calcs for Dragon Claw... and I'm not really THAT impressed. Assuming 4 Atk, you don't even 2HKO Black Kyurem or max HP Dragonite, and you are dealing 42-50% to Mixmence. Also, Power Whip does more to Garchomp than Dragon Claw does. Now, I guess it isn't a terrible move since that's still more than what Payback or Crunch are doing on the switch... however, these physical Dragons can still do a massive amount of damage to you, so its pretty much an on the switch move. Outrage is also really terrible on this CAP.. so I think Dragon moves being allowed wouldn't be a terrible thing.
As for Ice moves, that's a more interesting topic. With Ice Fang, you deal MUCH more than Dragon Claw, stuff like 68-88% to mixmence. So you'll 2HKO Salamence, Garchomp, and sometimes Dragonite, and you deal a nice 43-51% to Breloom. You also have the bonus of 2HKOing Gliscor and Landorus. I think Ice Fang isn't really that game breaking because its something you NEED to use on the switch, because the above mentioned besides some Gliscor are gonna hit you really hard with their powerful physical attacks. Despite that, I realize that people want those Dragons and Breloom to be big issues for this CAP, so I can see why people want it to be disallowed. Granted,
However, in the threatlist, I was under the impression that Dragons are supposed to be a more middle ground... so I think Ice Beam might actually be an alright option. With this and a Sassy nature, you can still 2HKO , Salamence, Landorus, and Gliscor, Garchomp is only 2HKOed with hazards support (taking 43-51%), Roosting Dragonite with even min HP being able to stall Malaconda thanks to taking 42-50%, and Breloom really doesn't care as much, taking 38.93 - 46.56% from Ice Beam. So in conclusion, I'm fine with Ice Fang, but think that if Ice Fang becomes disallowed, that Ice Beam should still be discussed, since I think it's disadvantages vs Dragonite and Breloom might be significant.
Ice Shard
Hmm... well on one hand, Ice Shard is really really weak. In fact, it's exactly as powerful as Dragon Claw vs the 4x weaks. On the other hand, This does make Malaconda pretty good at picking off weakened Dragons... Now that is useful for Sun teams, but I think making the 4x weak Dragons always fear about getting into the KO range of Malaconda may be a bit much, so atm I'm for Ice Shard being disallowed.
Final Gambit
Honestly I think Final Gambit is one of the worst moves in the game unless its like Hackmons, so I don't really care if its allowed or not >_>.
Super Fang
Super Fang really isn't that great of a move... but it does chip off half the health of a bunch of mons we want to threaten Malaconda... so I guess I'd prefer for it to be in disallowed.
ExtremeSpeed
ExtremeSpeed is priority so I guess it can't be bad... but with base 100 Atk and no STAB, its also really really weak (especially since this thing is looking like a defensive Pokemon). So... really, I don't mind it being in allowed because it doesn't sound that good beyond sniping some weakened Pokemon.
Horn Leech
Do we really need to give this thing more potential recovery options? We already have Harvest and the possibility for stuff like Synthesis... On the other hand, Power Whip is a much stronger move against important targets like Politoed. The recovery makes me lean twords disallowed, but I'm not really super against it either.
PS: Water moves on this sounds pretty silly considering the whole sun thing lol