I've decided that I'll just redo the spreadsheet entirely when I pick my slate. In the meantime, I'm going to post some last minute notes on what I personally consider the most important moves for CAP 2. I know it's a little late in the game, but I need it to be said before I choose the slate, which will be in roughly 38 hours from this post. Note that I may slash some moves next to each other, which pretty much means "one or the other or all of them".
STABs
Leaf Blade / Seed Bomb
Giga Drain / Energy Ball / Grass Knot
Power Whip
Shadow Claw
Shadow Ball
Optionals
Horn Leech
Shadow Sneak
Night Shade
Most movepools have gotten this pretty dead on. I do not want to see any serious submission lack in the critical STABs that are necessary for CAP 2 to succeed. If you are missing one of the main moves, you pretty much will not get slated. The optionals are not moves I consider necessary, but are moves I highly favor and think would serve to only improve CAP 2 competitively in a healthy way. Many more bulky boosting sets will appreciate Horn Leech, and many powerful-but-slow sets will need the priority. Night Shade is pretty critical for defensive sets that lack the investment to be truly threatening otherwise. I'd personally like to see all of these moves present on CAP 2; these will be the backbone of its success.
Coverage Moves
Stone Edge
I pretty much consider this move required. It is so utterly necessary for the success of physical sets that omitting it pretty much neuters the physical aptitude of your movepool. I would accept substitutions such as Ice Fang, since it achieves a similar effect but is much weaker, but let it be known that I find Stone Edge really the ideal move here.
Healing Moves
Moonlight (or variants) / Pain Split
This is a pretty tough divide, but I generally favor Moonlight and its variants over Pain Split. Moonlight creates the ideal differential between "get risky healing and keep Sketch for something else" or "get reliable healing and use Sketch to get it". Pain Split with CAP 2's HP stat can potentially be better than Sketched moves like Recover, and may nullify that movepool experiment altogether. I do think CAP 2 needs at least one of these, so if you lack both, you're cutting your movepool short in a serious way.
Support Moves
Toxic Spikes
Substitute
Will-O-Wisp
Optionals
Ingrain
Gravity
I consider these the most important supporting moves that CAP 2 should get. A movepool without any one of these will be hard pressed to convince me to slate it. These moves are necessary for the full exploration of Sketch as a concept, offensively and defensively. I know I was sketchy on Substitute at one point, but now I am resolute that it is important for CAP 2. Fortunately, most submitted movepools have already gotten the message about the importance of these moves and included them. Ingrain is an optional because I think it single-handedly legitimizes Baton Pass as a Sketched move, whereas otherwise it'd never be used. I don't think it is necessary for a movepool to succeed, but I'd very much like to see it included so we could explore it more. Gravity is also a very cool move, and while it seems gimmicky, CAP 2 actually has a lot of tools that it can put to great use with Gravity. I think as far as gimmicks go, this is the most cool and deserves a shot. Who knows, maybe it'll be legit.
Every other move I leave up to the determination of the movepool authors themselves. While this leaves a lot to interpretation, I think author interpretation is important for a diverse and healthy slate. I don't want to be making the movepools for you guys. Good luck and good job so far!