I'd never call Triage unexplored in a metagame where Revenankh, essentially the perfect abuser of Triage, exists.
After several involved discussions on Discord, my favorites for each CAP25 are
Super Luck,
Poison Heal, and
Galvanize, respectively.
CAP 25f's popular ability options all feel kind of samey to me.
Sheer Force: My biggest gripe with this ability is how essentially close to being a plain stat boost this is. It's already well-explored outside of CAP. This is a route we can go if we absolutely require power with no fuss, but the moves that get a boost from Sheer Force are already so common and so strong on users without the ability that I can't feel good about how this ability addresses the concept.
Simple: An intriguing option that pigeonholes us into offensive boosting moves (as anything else would be anti-concept, natch). The trouble with this ability is that it requires us to reign in our unboosted offenses. Even single-stage boosts become +2 under Simple, meaning we're forced to either design a CAP 25f that deals no damage before boosting; or accept that it will be exceptionally hard to wall afterwards. Most of CAP 25f's checks list rely on their raw bulk to weather neutral STAB hits from 25f, and this list erodes quickly if we go down the path of repeatable offensive boosting.
Serene Grace: Frankly, this leans us defensive and is thus anti-concept. If we pool all Fire- and Ground-type attacks together, toss out all of the legendary exclusives, and also scrap the moves with either 10% or 100% effect chance (which don't benefit enough or at all from Serene Grace), we're left with a whopping one move with Burn chance and one move with Accuracy-drop chance. While some of CAP 25f's checks don't appreciate Burn, and the accuracy drop gives us a chance to... make them have a chance to miss.. Lastly, running these moves as our STABs to abuse Serene Grace means we've foregone much more damaging STAB options. It's not unreasonable to say that this ability does nothing for 25f's role as an offensive Pokemon.
For CAP 25f,
Super Luck has my attention for the unique advantages it lets 25f offer in teambuilding. Combining Super Luck with high-critical rate STABs and coverage, a crit-chance-boosting move, or a setup move that has a crit-chance-boosting Z-effect gives CAP 25f a unique edge against Intimidate switch-ins, screens, and enemy defensive stat-ups in a single package that's hard to replicate with other competing Fire- and Ground-type attackers, ensuring that 25f is viable whenever hyper offensive teams, Bulk-Up / Calm Mind users, and more are viable. I like Super Luck better than its cousin
Sniper because more consistent critical hits means more access to the benefits of critical hits, and because the maximum damage boost is lower overall. Sniper sends 25f in a more setup-focused direction, as it's harder to reach +3 critical stages without relying on boosting moves.
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erp I am out of time. I'll edit in my 25w ramblings later tonight.
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CAP 25g's the one I've really made my mind up on. As above,
Triage has already been done and dealt with by Revenankh, who abuses both the +3 STAB priority angle, +3 instant heal angle, and the +3 ChestoRest option. Our typing doesn't afford us the rockstar coverage Revenankh boasts, and we don't have the wide range of resists necessary for a purely defensive take on the ability. Triage CAP 25g struggles to differentiate itself with starter-level offenses, poor-to-mediocre BP on their primary STABs, and a gameplan that crumbles to the first whiff of status. Hard pass.
As for
Galvanize, turning
the list of Normal-type damaging attacks into Electric-type moves gives us an amazing number of possible unique niches. We can create the game's first Electric-type priority attack, approach hazard removal from a new angle, punish status with a boosted STAB, deliver %-max-HP damage in a new typing, threaten a powerful STAB self-sacrificing attack, and even just select much more powerful physical Electric STABs than the pool of originally-Electric attacks would offer us. And these options aren't exclusive--we could do some or all of these things, some of them within the same set! Galvanize allows CAP 25g to find a niche--a powerful, competitive one--that no other Pokemon can replicate, ensuring we deliver on our promise of "unique role" from concept assessment.