Three things are very important to remember: We want BD to be the best set available for CAP 6 Try to remember how bad BD sets are in general, and remember that if we give this thing serious business coverage, it could theoretically end up as a mixed LO attacker that functions as a pivot, uses good super effective coverage to threaten Pokemon around, and so on. Also remember that we need moves that complement a BD set and the fact that after we drop BD we're now at 50% HP or potentially higher thanks to whatever item we've equipped. Does that cost make it more favorable to just attack outright and not risk it? That's what needs to be weighed, and is why I think moves like Earthquake or CC should be outright out, and why we should look at things from that perspective. We want this Pokemon to maintain its counters It's easy to make a Pokemon too good for OU, but if we do that, it'll be too good for OU without the help of Belly Drum because Belly Drum requires a lot of headache to properly set up. Part of playing Pokemon is targeting counters and eliminating them before you can enable a sweep. Remember that many of our counters are Steels, and so we can work with that and the help of things like Magnet Pull Pokemon to really enable a CAP 6 sweep. This tells me immediately that we really don't need moves like Flame Charge or Drain Punch or even things like Brick Break to be effective. I certainly don't think we should relegate CAP 6 to bare STAB attacking options because then it will be a class-act "Bad Pokemon", but we should keep them middling and with unexciting side effects (definitely not things that heal and allow the Pokemon to push through its counters when they can't really do anything back except phaze, like Skarmory). We want this Pokemon to be strong enough to merit using in OU Acrobatics is a very strong move. Brave Bird is too, but is very much not conducive of a BD set because it will kill CAP 6 in the midst of its sweep. Acrobatics is very strong, and with a Flying Gem, Acrobatics +6 CAP 6 can 2HKO Skarmory something like 85% of the time while maintaining a Jolly nature (big deal). CAP 6 turns around and becomes incredibly dangerous, but not totally unkillable either. Things like Scarf Rotom-W can beat it with a Water-type attack (since it has a whopping 50% HP at this point, assuming it can break Skarmory with Flying Gem), and so forth. In lieu of this, I genuinely feel like we don't want CAP 6 running around with only Drill Peck. I say Drill Peck should be required as a minimum option, but that Acrobatics should be allowed for strength. I believe the meta can respond effectively to a powerful Acrobatics killer, and really, it only makes a lot of sense on the BD set, so I think that is healthy encouragement (Without a +6 boost, CAP 6 is much better suited to LO or some damage booster to keep its damage relevant). I say this is good to Allow. I think Bullet Punch is a pretty weak move compared to Acrobatics, but its niche as a priority move and its typing gives it some value. It helps to encourage people to use CAP 6, and helps keep CAP 6 from being dead weight when it can't get that BD set up (this will be frequent in the counter-meta of the playtest meta). I by no means think it is overpowered, and believe it is a clear Allow. In a similar vein, every other priority move is awful by comparison with the exception of two, and thus Aqua Jet, Quick Attack, and the works should all be allowed. But, let's talk about ExtremeSpeed and Sucker Punch. Those are both stronger than even a STAB Bullet Punch, and ExtremeSpeed sits at a comfy +2 priority, making it faster than all opposing non-ES priority attacks. I think these two, given their priority and power, should be disallowed. We don't need things that strong. So, for recap: Allow Aqua Jet and all other priority moves, but disallow ExtremeSpeed and Sucker Punch.