Weather Balancing, extended:
It is true that Weather is a powerful effect, however unlike other attacks which generally offer only rewards and are more difficult to exploit, Weather has other counters. This is especially true in light of the buff to auto-weather abilities, where the Pokemon can now almost guarantee it has its beneficial weather active.
As far as countering weather, almost every Pokemon in the game has at least one weather-inducing Attack, many have two, and most of the time weathers are mutually exclusive (I've had Sun + Sandstorm going before, that was fun. Actually it would probably be possible to mix Rain Dance + Hail as well assuming one was an always-on field effect, but not any other combination.) Each cost 10 Energy, and it's actually usually the slower Pokemon that wins in a weather war because they can order it the same action to cancel the opponent's weather out.
I wouldn't be averse to lowering it to a four round duration. These are global effects that can benefit as well as backfire on both sides simply because of the sheer number of abilities and intangible battle conditions they offer. Weather is the strongest of these, though both Gravity and Trick Room have their benefits. In any case I don't want to weaken them too much. They are supposed to be powerful effects, just like in-game.
Other stuff, extended:
As far as the example in the battle of Counter, I've been smashed pretty hard by bad play through Disable as well. Disable isn't as ubiquitous, but it's pretty powerful depending on your opponent's ability to inflict damage. There are simply some moves you have to look out for on your opponent's movepool.
In theory you could lock a Substitute in at 25% of the user's HP (rounded down) but that would give the Sub spreads 20, 22, 25, 27, and 30 HP respectively (up to 35 HP for Blissey). I'm not sure if that would be a better solution, though it would be more atune to game mechanics.
New question:
Speed Natures revisited:
Based on the number of Pokemon that are much slower than their evolved counterparts (Trapinch, Nohface), I'd like to implement a few changes to Speed natures. I haven't head any complaints about Speed of late so it seems like they're doing what the shift was meant to do.
Anyway, 2 revisions:
1: Place a minimum of 5 on the accuracy boost. This is so the slow mons with Fangs can get to 100% Acc on them.
2. Change divisors to:
Fully Evolved: 870
Second of Three: 580
Second of Two: 435
First of Three: 290
And make values follow normal rounding rules.
This results in a buff to Spe natured Pokemon, especially first and middle evolutions. The cap will remain at 30, however now more FE Pokemon will actually reach it (currently only Ninjask and Deoxys-S do). These are the same mons from the last thread with the updated formulas:
Dratini: (58 * 58)/290 = 11.6, which rounds up to 12. [Dragonair is 11, Dragonite is 10 Acc]
Aron: (35 * 35)/290 = 4.22, which rounds to 4 (but it gets bumped to the minimum +5) [Lairon is 4 Acc and gets boosted to 5, Aggron is 4 Acc and gets boosted to 5.]
Cranidos: (67 * 67)/435 = 10.32, which rounds down to 10. (Compare Rampardos which gets a 5 Accuracy boost)
Ponyta: (104 * 104)/435 = 24.86, which rounds up to 25. (Compare Rapidash, which gets a 17 Accuracy boost)
Onix: (81 * 81)/435 = 15.08, which rounds to 15 (Compare Steelix, which gets a laughable 2 Accuracy boost now boosted to 5)
Scyther: (121 * 121)/435 = 33.65, which hits the cap of 30 (Compare Scizor, which is slower and only gets a 6 Accuracy boost)
Charmeleon: (92 * 92)/580 = 14.59, which rounds up to 15 (Compare Charmander which gets a 19 Acc boost and Charizard, which also gets a 15 Accuracy boost)
Magneton: (81 * 81)/580 = 11.32, which rounds to 11 (Compare Magnemite which gets an 9 Acc boost and Magnezone, which is slower and only gets a 5 Accuracy boost)
Kadabra: (121 * 121)/580 = 25.24, which rounds to 25 (Compare Abra which gets 30 (Cap) Acc boost and Alakazam, which gets a 22 Accuracy boost)
If you're really interested in FEs, this change brings Electrode (140 Base) to +30 Acc, Accelgor breaks the cap, Base 80's get +10 Acc, Base 100's get +15, Base 115's get +20, and Base 130's get +26.