For the record, on the cart, tiebreakers are: # of Pokémon alive, then sum of all HP as percentages, then sum of all HP.
What happens if all three of those are the same?
Are percentages rounded?
I agree on timer limit on Gen 5-6 ladder matches due to timer as natural feature of them.
Does timestalling report still exist? If so, there's no risk of "playing-the-timer" strategy.
Timerstalling is a pretty common issue. Ladder players complain about matches lasting too long all the time. I hate not having a consistent policy on it.
Can you elaborate more on this, specifically the last part? Other than a general intro in the OP it's sort of vague where you're coming from here and could maybe steer the direction more towards a solution than spitballing ideas of what should have timer limits and what shouldn't.
For your reference I suppose an ORAS OU game normally isn't going to last 500 turns, even if it's a stall v stall game. These matchups are you usually decided from an early stage just by who has what to apply PP pressure or who is packing and utilizes a stall-breaker.
Sure, we've had an annoying high number of ORAS OU games that last over three hours and hundreds to thousands of turns. Players complain about needing to sleep, needing to eat, needing to go to the bathroom... Someone started a game at 1am thinking "okay, just one more game before bed" and was trapped in a stall match until 4:30am.
And they beg for a force-tie (which we refuse on principle) and they refuse to forfeit and it just gets ugly.
And you're right, most stall v stall games happen just fine. The thousand-turn battles only happen once every few days. But remember, PS gets millions of battles every day, so one-in-10-million situations happen every few days...
The usual situation is full stall v full stall, where neither player has an obvious path to victory, where both players have multiple Regenerator Pokémon so conserving PP when healing is easier than conserving PP when dealing damage, where basically whoever runs out of PP first loses, so they just double switch, double switch, double switch... Every few turns someone will decide to risk it and use a move, but 1 PP every 5 turns is not enough to end a battle in any reasonable amount of time, especially since stall Pokémon often have lots of PP.
So yeah, that's the situation I'm trying to fix.