I feel like giving my thoughts on everything on the survey, so here we go! This will be in order of when the mons appeared, and then some extra things i think should be on the survey as well/overall meta thoughts (wanted to do something more detailed then my survey response for fun)
Mewtwo

Mewtwo is something I thought initially would be a pretty broken addition to the tier, but as things settle down I feel like its honestly been one of the healthiest changes in recent history. Mewtwo's speed tier sitting comfortably above Arceus, power, and movepool let it be this meta's most successful "Swiss Army Knife", as it can (and has) run a large variety of sets that all support teams in different ways. This versatility without any single set being completely overwhelming allows Mewtwo to work well on basically any sort of team you want it on in almost any role. It can effectively break with Plot sets (life orb included or not), can run supporting moves like Knock Off, Taunt, Will-o, and T-Wave, and can even pair that with bulkier spreads to let it stick around longer. As I said I don't believe any of these sets are inherently broken/unhealthy, and are most often broadcast on team preview allowing for players to figure Mewtwo out at least a bit, and the consequences for a wrong guess aren't too drastic. It can still wield things like Tera Ghost to shut down E-Killer arcs or offensive teras to break through tankier mons, but this isn't anything unheard of when comparing to other common offensive mons. Mewtwo is definately at least A+ tier, and overall provides a lot of positives with practically no negatives in my opinion.
On a scale of 1-10, how much do you support tiering action on Mewtwo?
1
Spectrier

Spectrier is one of two very obviously broken aspects of H/O paired with another mon I will discuss later (in my opinion of course), and Spectrier does this with relative ease and just one main set. It shares the same speed tier as Mewtwo, trading the versatility for sheer offensive power and sweeping potential. The only question about Spectrier is what the fourth move is, because its practically guaranteed to have Plot, Shadow Ball, and Draining Kiss with Tera Fairy. The fourth slot can pretty comfortably be any of Taunt, Sub, or Disable (with some other interesting options as well). The fact that it is so simple yet still often has outs against counterplay meant to slow it down (spdef Terapagos, spdef Garganacl, getting predicts into tera clicks) while getting a special attack boost often off of minor mistakes in play is what makes it fit the "broken" category specifically. However I don't see it as unhealthy or a
strongly negative part of the tier, as compared to many other setup mons on H/O its lack of boosting speed can leave it more vulnerable to revenge killing, and to make the most progress it often has to lose the ghost type that keeps it steady in the face of many priority users in the tier. At it's core I see Spectrier as a slightly more broken "skill check" mon compared to some other mons in the survey. It may have cases when it can just win with no counterplay, but that will often be the case with H/O mons and not something I see as inherently bad. The bad aspects of Spectrier are when it is able to circumvent its counterplay by punishing slightly sub-perfect play with game ending kills, but I also don't think it does that enough at a higher skilled level to warrant action. I am just kind of neutral on this one getting tested.
On a scale of 1-10, how much do you support tiering action on Spectrier?
5
Arceus Ice

This is the other thing on this survey I think is the definition of a "skill check" mon, that is just a lot more punishing then many other CM arcs due to the surprising amount of flexibility it has due to how much minute changes like its Tera type can alter a matchup. However I think its weaknesses (mainly to phasing and its natural weaknesses as an Ice type) make up for its ability to run away with games if someone doesn't know how to manage it or simply doesn't have the tools. H/O can position around it to limit it from even getting started through aggresive plays with mons like Gouging Fire and Tera on their other pieces, and more balancey tools should still have consistent access to phasing, hazards, and speed control that can apply pressure and keep Iceus from spiralling out of control. It has more variety then the other main CM arc in Arc Electric, notably being able to run Mono Stab freeing up a slot for Taunt, Agility, or coverage moves. However I still think due to its weaknesses it finds itself as a generally very strong part of the meta but overall a healthy piece that just requires competent play/building to manage on a game to game basis.
On a scale of 1-10, how much do you support tiering action on Arceus-Ice?
1
Arceus Poison

I don't have as much to say about this other then the fact that it is arguably the best Pokemon in the tier right now doesn't make it a candidate for action in my eyes, Giratina is basically mandatory and Arc Poison still has to manage the flurry of Status and Phasing prevalent in the tier, while often being outpaced by a lot of other sweepers when it itself isn't in a sweeping position. We all know its good so i wont go into all of that as much since none of that is particularily controversial. I think some of its sets are a bit underexplored due to how consistent the E-Killer and DD sets are, but beyond that yeah this thing is chill.
On a scale of 1-10, how much do you support tiering action on Arceus-Poison?
1
Shed Tail


Shed tail is without a doubt the lest consistent and generally least effective H/O style in the tier right now. It has some really big supporters, but I think it's own success is based much more on the skill of the opponent then the skill of the player using Shed Tail. In the past few months in tour play I have seen Webs. Screens, and Hazard based H/O be a viable means of trying to take out a stronger player in a skill imbalance. I have seen shed tail flip some matchups, but it does so much more rarely given how much more I've seen people attempting to make it work in SUUberbowl and UMBD (I think it has come to one UUFPL game). While other H/O aims to have passive conditions give them free turns/an advantage, Shed Tails reliance on the Shed Tail mon itself getting value and the substitutes being up in the first place means that this teamstyle has a much more defined lose condition, and I have consistently seen higher level players take advantage of that. Its gimmicky and annoying at times, but not actionable.
On a scale of 1-10, how much do you support tiering action on Shed Tail?
1
Grimmsnarl

Screens are def good right now, but I don't think they are actionable either, and honestly I think Grimmsnarl in particular is the 3rd strongest H/O lead around rn (Samu 1, Araquanid 2). I do think it has made screens a lot better, but I don't think it has any broken or unhealthy aspects that would constitute action and I'd be interested to hear the perspective of someone who thinks otherwise.
On a scale of 1-10, how much do you support tiering action on Grimmsnarl?
1
THINGS I WANT TO SEE ACTION TAKEN ON
Roaring Moon

The fact this wasn't a part of the survey was pretty surprising to me, as it is without a doubt the most volatile and unhealthy aspect of H/O right now. It's huge variety of sets it can use by changing Tera types, its coverage moves, adding options like Taunt or Roost, etc can make deciding how to manage your resources to handle a late game Roaring Moon really difficult. I think it can be manageable but it is a bit too inconsistent of a threat to answer for me to confidently say it is healthy right now.
On a scale of 1-10, how much do I support tiering action on Roaring Moon?
Id say a solid 8. Would I vote ban? I'm unsure, but I think a test would be worthwhile.
META OPINIONS
On a scale of 1-10, how enjoyable do you believe the metagame is?
8
I have some issues with the health and balance right now but through my time in UUFPL, UMBD, and SUUberbowl I find myself consistently enjoying the meta. I think there is a lot of fun in the tier right now and it is balanced enough that while sometimes I have found myself in a matchup that is just unwinnable on preview (about twice in the last lil while) its not remotely frequent enough to take away from my enjoyment of this tier.
On a scale of 1-10, how balanced do you believe the metagame is?
6
H/O is definately a little overtuned right now, and if Roaring Moon isn't bannable I don't think there is any one part of this meta that is genuinely too out of control that is fixable. UUbers is definately not a "balanced" tier right now, but I'm also not overly distraught about the state of the tier and am excited to see where things go regardless.
Thanks for reading, and I'm looking forwards to seeing the community views from the survey.