Fully Uncompetitive: Fundamentally there isn’t anything wrong with this concept, but I am not interested in entertaining the ramifications of it.
Oops! All TMs: Would agree that the move limits are a bit iffy legally, but aside from that I think this would be an interesting process, if not one that is a bit unnecessary. I’m unsure if it’s possible to make a mon in this mold that is on a similar or higher viability level to Mew without 1. being broken 2. filling the same role Mew does.
Potential Man: Please finish this concept. I think the most interesting route would definitely be one without Magic Bounce, but I’m not sure how much that can really be built into the concept. I especially love that last paragraph, I think it adds a lot of depth to the concept.
As sharp as a samurai: I think that focusing on crits has a really narrow scope and would be pretty uninteresting; the constraints on certain stages are also iffy legally in my opinion.
Crippling Drops: Is “forcing switches” a necessary aspect of this concept? If so, I think it’s a bit narrow, but even if it revolves around drops in general, I’m unsure about the concept’s feasibility. There is a reason that a lot of the moves you listed don’t see use, and of the ones that do, there is a reason why they are so good. I think there needs to be an expanded explanation to address these concerns.
Pinch Hitter: Good idea, but in practice, I’m unsure how many routes there could possibly be to accomplish a concept like this, and in particular I’m unsure how you could make switch-in opportunities universally quite narrow in a metagame with very strong slow pivots like Slowking-Galar and Alomomola.
I’m Gonna Spam!: I actually quite like this concept, but there are a lot of practical constraints holding this back. Facilitating any type-spam offense has massive implications for the metagame, particularly because offense and hyper offense are easily the best team styles in the metagame as is. I do like your write up a lot; a suggestion might be adjusting the focus to redundancies in team typings, as we’re left with broader design space that way. Think “this CAP fits best on teams where its own typing is redundant” or something? Unsure.
Typecast: I like what you have so far. There is something to be said about the nature of this concept making the typing stage pigeonholing all subsequent stages, but I still think it is workable.
Combat Medic: I like this idea a lot. One thing I would say is if there is an example of your specific interpretation of this from lower tiers, oldgens, or OMs, I think that would help a lot for purposes of clarity.
Double Battles Supporter: This concept is illegal.
Jewel Breaker: Your explanation is kinda toeing the line as far as legality goes, but beyond that, I’m not sure how feasible this concept is. Tera is a ridiculously expansive mechanic and its various interactions cannot really be checked in a way that would make a mon categorically “undeterred”. I think there needs to be an extra spin or angle on this.
Hazardless Support: I’d add some examples of specific Pokemon, because a lot of your examples have very viable users in SV, and there are reasons why the ones that don’t, don’t.