The problem was that we used the same creation process as usual (with minor changes, whatever)
This CAP had a big difference from the rest right of the CAPs, and it showed up right in the beginning. My CAP history may be off, so correct me if I'm wrong.
The first three CAPs had a very general concept of "Lets build it and see what happens." CAP4's concept was to be a utility(?) pokemon. CAP5 was an attempt to break the stereotype on typing. CAP6 was a way to shake up the top of the OU. CAP7 was an attempt to explore scouting strategy. CAP8 intended to bring a neglected ability to OU, and CAP9's intention was to destabilize secondary effects strategy.
The concept of Krilowatt was very different in one particular aspect. It's supposed to counter a lot of pokemon,
but not a lot at once. This concept was one of the first to imply both a minimum functionality as well as a maximum functionality. Several people are calling Kril a success because it meets the minimums of the concept, while others are calling it a failure because it exceeds the maximums of the concept.
I really don't know where anybody is getting the idea that Krilowatt is broken, or even that it does too much with one set. I'm currently running a set with Trace that is designed to plug in holes on my team, and I've found that it works magnificently without covering too many threats at once.
What you are doing here is
trying to use Krilowatt as the concept suggests. I'm sure there are several successful pokemon that
could be designed to plug a hole, even if that pokemon would generally be more successful in another role.
Now, try to use krilowatt outside of it's concept designed role. If you look at it as "Just another OU Poke," rather than "The hole-plug pokemon," is it more successful? How much does it destabilize the standard OU metagame? As a genuine point of curiosity, after having tried both styles, which do you feel is generally more successful?
The general opinion here seems to be that while Krilowatt can certainly customized to fill gaps in your team, it's generally more successful to customize your team around the gaps in Krilowatt. On the other hand, you are one of the few people who even mentioned using it to fill a gap.
As far as suggestions towards future CAPs, the only thing I can loosely recommend is to
always allow "No Secondary Ability" as a voting option in
all Secondary Ability polls, even if they are out-voted earlier. When our choices for Secondary Ability were reduced to being between Poison Heal and Magic Guard, I noticed (or maybe just pretended to notice) several posters mentioning that neither option was really preferable.