Coincidentally, I was considering looking into duplicating or moving the maxLevel property of Little Cup formats into the
'Little Cup' ruleset, so that adding it as a tour rule would cause it to effectively override the tour base format's level specifications. I hadn't considered other special formats like VGC, but perhaps they could be converted to rulesets as well. This would also have the minor benefit of not requiring properties like maxLevel to be redefined for every Little Cup format.
I didn't imagine that there was a non-meme use case for directly specifying level limits, but
Ivy actually gives a pretty compelling one. However, I think achieving that effect would also need changes to how random team generation is done(?) or some other new mechanism.
Battle tower tiers (3v3 with Item clause)
Limiting team size through dynamic rule changes is actually already possible, albeit convoluted to express. For example, this will enforce 3v3 teams (may be missing one or two cases, but you get the idea):-
Code:
/tour rules -uber ++ ou ++ uu ++ uubl ++ ru ++ rubl ++ nu ++ nubl ++ pu ++ publ ++ zu ++ nfe ++ lcuber ++ lc ++ unreleased ++ cap > 3
It would be nice if we could VGC-ify formats as well. I remember wanting to implement balanced hackmons (or hackmons in general) while retaining a Team Preview, bring 6 pick 4, autolevel to level 50 structure and finding it impossible.
Hmm...it seems like you can get most of the way there by using the VGC format as a base and changing the rules and bans to match BH/PH, but unfortunately it looks like the VGC validator hardcodes things like a list of 'legends' that you can only have two of. Supposing VGC were to be made ruleset-driven, it might be better to split it into two sub-rules so that the onValidateTeam part can be discarded for cases like this.