Here's my thought of some typings... Feel free to argue for or against my thoughts.
Red = Typings that have been well supported in the thread that I think have critical flaws that prevent them from being ideal; I expect many to disagree with these two and I look forward to hearing more supporting arguments for them. However, in good faith I couldn't just not share the huge problems I personally have with these two.
Yellow = Mostly under discussed typings that I'm not sure on. Discuss more please.
Green = Typings that I'm very likely to slate, so if you hate any of them then now is the time to argue against them and to argue well. If there's something here that I missed that you really liked anyway, feel free to defend it some more.
Ground/Fairy: When it was first proposed, I kinda liked this. Immunity to volt switch, good offensive capabilities... but as it's been discussed more in the thread, I just think this typing is too offensive and not defensive enough. It has absolutely amazing offensive stabs that 4 times out of 5 will be more attractive to spam than to use a trapping move. Defensively, it has a number of faults and doesn't check a wide variety of mons that would ever switch into a trapping move. It doesn't deal will bulky pivots that would take a trapping move, outside of the one exception of Toxapex but even that could cripple it with scald.
Dragon/Fighting: Dragon/Fighting has most of the typically good Dragon qualities but Fighting gives it two more very problematic weaknesses (psychic, flying) and gives it the 4x weakness to fairy. I don't think it has the defensive properties to thrive, but at least it doesn't care much about multiple switch ins with its stealth rock resistance. Fighting lets some fat switch in such as Chansey or even Magnezone be dealt with, but it leaves things such as Clefable, Toxapex, Pyroak, Tomohawk, etc very easily able to deal with it. No, we don't want to beat every fat mon. I however think that Tomohawk and Clefable should not be beating us up to the degree that Dragon/Fighting would get beat up. If Tomohawk wasn't king of CAP, this typing would be so much better. But as it stands, I don't see it working out well. Fairy AND Flying weaknesses makes this almost impossible to work with in the meta.
Fairy/Steel: I think this typing is... I'm not sure to be honest. It has a good range, it's not weak to Volt Switch or U-turn, it resists hazards... It fits a lot of things on our list. But I don't think this typing has been discussed enough and I would like to hear more. My initial worries are that too it just walls too much thanks to incredibly good, expansive resists. This means that the number of mons that wish to come in to beat it drops by a fair margin. It's a typing that potentially metagames the metagame. But I want to hear more, specifically about how this typing addresses the needs of our trapper.
Ground/Steel: This typing is quite similar to Fairy/Steel, keeping Steel as the defensive blessing while adding Ground as the offensive tool. The defensive capabilities isn't quite as strong as Fairy/Steel and most notably it gives us an additional weaknesses to Water and Fighting. Ground/Steel targets a number of fat bulky things that CA leaned us towards trapping, but Prince Landog in particular is a problem and the typing doesn't particularly shine against many pivots. But, it still meets many things on the checklist and in particular has the nice immunity to Volt Switchers, preventing things such as Cyclohm from taking a Anchor Shot and pivoting out with Volt Switch. More discussion on this would be appreciated.
Fairy/Ghost: This typing has barely barely been discussed. I think it takes typing "range" by a different perspective, as least defensively. It has two weaknesses to relatively uncommon offensive types in Steel and Ghost, only one resist, and three immunities. This overall leads it to being something that has a neutral match up against the vast majority of the metagame. It's got great neutral coverage and a bit better SE coverage than Dragon/Ghost. I'm really, really unsure of this and would like more discussion, notably on whether the neutral defensive matchup against 90% of things is an acceptable approach if we're trying to trap a wide range of opponents. And, well, we might not have many resists to switch in ourselves but the typing isn't easily exploited once in since its weaknesses are to two types that are rarely run as coverage... Again, really not sure where my head is at on this one at the moment.
Ghost/Normal: This is pretty similar to the above but it's offensive capabilities are very very much weakened. But it shares the general "neutral match ups vs almost everything" idea that hasn't been discussed much.
Grass/Steel: Another very under discussed typing that I just think has some potential and is worth more discussion. It lacks offensive powers of many of the other typings but well if we're trying to trap bulky things this typing really only struggles vs Pyroak and Mollux... but are those too big of threats for us to ignore? I'm slightly reminded of Ferrothorn by this typing and I find it kinda humorous how much more effective it would be if it could trap... But that', again, a defensive trapping role and CA seemed to point us towards mostly offensive. While this typing has notable defensive range and the ability to handle a large portion of the metagame 1v1, does it have the offensive capabilities to back this up? This is arguable the only typing I'm discussing rn that is so drastically defensive over offensive but I'd just want to cover my bases and have it discussed.
Dragon/Steel: This typing I think is a solid candidate. It's weakness to ground in the ground common metagame is problematic, but as Heatran shows this is not a auto-lose quality. But while Tomohawk is King, Landog is Prince and he certainly puts a thorn into this typing's side. That said, few other things deal with it very well; the list is much shorter than the list of easy go-to mons for Dragon/Fighting. This typing somewhat pidgeonholes STAB anchor shot, but there are definitely options to take.
Ghost/Ground: I'd like to see more discussion on this typing. 5 weaknesses to relatively common types worries me, but the defensive merits do exist as well. Both Electric and Fighting immunities are very valuable and the give us potential. Stealth Rock Resistance is great. The typing isn't weak to King Tomohawk or Prince Landog. Pyroak and Ferrothorn become perhaps the premier switch ins, but the super effective and neutral coverage of ghost/ground is certainly impressive. I think I like the typing, I think it can deal with a variety of things that switch into its trap move.
Dragon/Ghost: I like this typing. It has good matchups vs volt turn, it is exploitable with five weaknesses but has both many resistances and good *neutral* coverage that give the typing a lot of range. This is "range: the typing." All of the worrying about it being OP is just over inflated and I have to side with nyttyn on this issue. If this typing gets Spirit Shackle, yes it will likely use it a lot. But the concept is about trapping, and having some types slated that actually encourage us to activate a trapping effect is nice. There's SO many directions this typing (or any ghost typing) could go. We could have a moderate attack stack and higher special if we're genuinely worried about Spirit Shackle STAB being too good. But I don't see that fear as based on anything too solid right now. Again, I think nyttyn brought up a relevant point by talking about Revenankh. Rev has godly offensive STABs and a priority Drain Punch to boot. He's a great mon but he's far from Broken. I firmly do not believe that Ghost is some godly offensive typing that will bring cataclysmic destruction to the CAP metagame. If this was the case, then why doesn't the meta see many Ghosts as it is?
Dragon/Fairy: At first I was very iffy about this typing, but it's grown on me. It's exploitable by other Fairy-types and walled by Steel-types, which potentially gives us good luring opportunities and I can see Anchor Shot or Z Fire potentially being two of many options to us later on. There's not many Ice or Poison types n the meta while 7 resistances and 1 immunity to typings that are mostly common is quite nice. It has range against a large number of defensive pivots and overall just has a lot of neutral match ups that let luring be effective. It's a typing that I feel has range and it has all of the defensive benefits of Dragon and the offensive option of fairy stab, which quite frankly is just terrific in the current metagame. It's somewhat similar to Dragon/Fighting insofar as it pairs a useful offensive STAB with Dragon, but the weaknesses of Dragon/Fairy and much more manageable in the metagame than those of Dragon/Fighting.
Red = Typings that have been well supported in the thread that I think have critical flaws that prevent them from being ideal; I expect many to disagree with these two and I look forward to hearing more supporting arguments for them. However, in good faith I couldn't just not share the huge problems I personally have with these two.
Yellow = Mostly under discussed typings that I'm not sure on. Discuss more please.
Green = Typings that I'm very likely to slate, so if you hate any of them then now is the time to argue against them and to argue well. If there's something here that I missed that you really liked anyway, feel free to defend it some more.
Ground/Fairy: When it was first proposed, I kinda liked this. Immunity to volt switch, good offensive capabilities... but as it's been discussed more in the thread, I just think this typing is too offensive and not defensive enough. It has absolutely amazing offensive stabs that 4 times out of 5 will be more attractive to spam than to use a trapping move. Defensively, it has a number of faults and doesn't check a wide variety of mons that would ever switch into a trapping move. It doesn't deal will bulky pivots that would take a trapping move, outside of the one exception of Toxapex but even that could cripple it with scald.
Dragon/Fighting: Dragon/Fighting has most of the typically good Dragon qualities but Fighting gives it two more very problematic weaknesses (psychic, flying) and gives it the 4x weakness to fairy. I don't think it has the defensive properties to thrive, but at least it doesn't care much about multiple switch ins with its stealth rock resistance. Fighting lets some fat switch in such as Chansey or even Magnezone be dealt with, but it leaves things such as Clefable, Toxapex, Pyroak, Tomohawk, etc very easily able to deal with it. No, we don't want to beat every fat mon. I however think that Tomohawk and Clefable should not be beating us up to the degree that Dragon/Fighting would get beat up. If Tomohawk wasn't king of CAP, this typing would be so much better. But as it stands, I don't see it working out well. Fairy AND Flying weaknesses makes this almost impossible to work with in the meta.
Fairy/Steel: I think this typing is... I'm not sure to be honest. It has a good range, it's not weak to Volt Switch or U-turn, it resists hazards... It fits a lot of things on our list. But I don't think this typing has been discussed enough and I would like to hear more. My initial worries are that too it just walls too much thanks to incredibly good, expansive resists. This means that the number of mons that wish to come in to beat it drops by a fair margin. It's a typing that potentially metagames the metagame. But I want to hear more, specifically about how this typing addresses the needs of our trapper.
Ground/Steel: This typing is quite similar to Fairy/Steel, keeping Steel as the defensive blessing while adding Ground as the offensive tool. The defensive capabilities isn't quite as strong as Fairy/Steel and most notably it gives us an additional weaknesses to Water and Fighting. Ground/Steel targets a number of fat bulky things that CA leaned us towards trapping, but Prince Landog in particular is a problem and the typing doesn't particularly shine against many pivots. But, it still meets many things on the checklist and in particular has the nice immunity to Volt Switchers, preventing things such as Cyclohm from taking a Anchor Shot and pivoting out with Volt Switch. More discussion on this would be appreciated.
Fairy/Ghost: This typing has barely barely been discussed. I think it takes typing "range" by a different perspective, as least defensively. It has two weaknesses to relatively uncommon offensive types in Steel and Ghost, only one resist, and three immunities. This overall leads it to being something that has a neutral match up against the vast majority of the metagame. It's got great neutral coverage and a bit better SE coverage than Dragon/Ghost. I'm really, really unsure of this and would like more discussion, notably on whether the neutral defensive matchup against 90% of things is an acceptable approach if we're trying to trap a wide range of opponents. And, well, we might not have many resists to switch in ourselves but the typing isn't easily exploited once in since its weaknesses are to two types that are rarely run as coverage... Again, really not sure where my head is at on this one at the moment.
Ghost/Normal: This is pretty similar to the above but it's offensive capabilities are very very much weakened. But it shares the general "neutral match ups vs almost everything" idea that hasn't been discussed much.
Grass/Steel: Another very under discussed typing that I just think has some potential and is worth more discussion. It lacks offensive powers of many of the other typings but well if we're trying to trap bulky things this typing really only struggles vs Pyroak and Mollux... but are those too big of threats for us to ignore? I'm slightly reminded of Ferrothorn by this typing and I find it kinda humorous how much more effective it would be if it could trap... But that', again, a defensive trapping role and CA seemed to point us towards mostly offensive. While this typing has notable defensive range and the ability to handle a large portion of the metagame 1v1, does it have the offensive capabilities to back this up? This is arguable the only typing I'm discussing rn that is so drastically defensive over offensive but I'd just want to cover my bases and have it discussed.
Dragon/Steel: This typing I think is a solid candidate. It's weakness to ground in the ground common metagame is problematic, but as Heatran shows this is not a auto-lose quality. But while Tomohawk is King, Landog is Prince and he certainly puts a thorn into this typing's side. That said, few other things deal with it very well; the list is much shorter than the list of easy go-to mons for Dragon/Fighting. This typing somewhat pidgeonholes STAB anchor shot, but there are definitely options to take.
Ghost/Ground: I'd like to see more discussion on this typing. 5 weaknesses to relatively common types worries me, but the defensive merits do exist as well. Both Electric and Fighting immunities are very valuable and the give us potential. Stealth Rock Resistance is great. The typing isn't weak to King Tomohawk or Prince Landog. Pyroak and Ferrothorn become perhaps the premier switch ins, but the super effective and neutral coverage of ghost/ground is certainly impressive. I think I like the typing, I think it can deal with a variety of things that switch into its trap move.
Dragon/Ghost: I like this typing. It has good matchups vs volt turn, it is exploitable with five weaknesses but has both many resistances and good *neutral* coverage that give the typing a lot of range. This is "range: the typing." All of the worrying about it being OP is just over inflated and I have to side with nyttyn on this issue. If this typing gets Spirit Shackle, yes it will likely use it a lot. But the concept is about trapping, and having some types slated that actually encourage us to activate a trapping effect is nice. There's SO many directions this typing (or any ghost typing) could go. We could have a moderate attack stack and higher special if we're genuinely worried about Spirit Shackle STAB being too good. But I don't see that fear as based on anything too solid right now. Again, I think nyttyn brought up a relevant point by talking about Revenankh. Rev has godly offensive STABs and a priority Drain Punch to boot. He's a great mon but he's far from Broken. I firmly do not believe that Ghost is some godly offensive typing that will bring cataclysmic destruction to the CAP metagame. If this was the case, then why doesn't the meta see many Ghosts as it is?
Dragon/Fairy: At first I was very iffy about this typing, but it's grown on me. It's exploitable by other Fairy-types and walled by Steel-types, which potentially gives us good luring opportunities and I can see Anchor Shot or Z Fire potentially being two of many options to us later on. There's not many Ice or Poison types n the meta while 7 resistances and 1 immunity to typings that are mostly common is quite nice. It has range against a large number of defensive pivots and overall just has a lot of neutral match ups that let luring be effective. It's a typing that I feel has range and it has all of the defensive benefits of Dragon and the offensive option of fairy stab, which quite frankly is just terrific in the current metagame. It's somewhat similar to Dragon/Fighting insofar as it pairs a useful offensive STAB with Dragon, but the weaknesses of Dragon/Fairy and much more manageable in the metagame than those of Dragon/Fighting.