Aeroblast: High-crit moves are super interesting and Aeroblast is far more consistent of a move than most other options that Flying types would have. I'm not certain how possible or interesting it would be to lean into the actual critical hit portion of the move, but crit-abuser is a really interesting niche.
Astral Barrage: Special Ghost-type moves are well explored territory with Shadow Ball, especially considering Dragapult's proficiency with it, so Astral Barrage just seems like complete overkill and would actually be trickier to balance than most moves here due to the sheer neutral coverage of the Ghost-type. There is an argument it could make a decent third stab candidate but I think there are much more interesting moves to be explored for that purpose.
Behemoth Blade/Behemoth Bash/Dynamax Cannon: Grouping together since their secondary effects are basically the same. These moves really only become interesting in the context of Dynamax, which is banned in the format. As such, there's really not much to actually learn from these moves and their base pp actually makes them far weaker than one may realize. The Behemoth moves especially would have to compete with Sunsteel Strike, which has a really interesting effect that could be worth exploring. I really don't see much reason to actively explore these moves when stuff like Sunsteel Strike and Core Enforcer cover their ground but with more interesting effects.
Blue Flare: Aside from losing 10% burn chance, this really just seems like Fire Blast but stronger. Not bad in itself but I really don't think its too interesting to cover aside from the higher power argument, which is shared by the majority of the list.
Bolt Strike: Now this one is interesting, but for a more contextual reasoning. Good Physical Electric-type moves are extremely hard to come across, and the opportunity to build with one is a unique opportunity itself. It lacks a super interesting effect to fully invest me in the thought, but a mon that uses Physical Electric type move that isn't Zeraora could be worth it. (I also forgot the Zolts exist but my thoughts remain the same on the move)
Core Enforcer: Completely suppressing an ability is something that is nearly unheard of in the metagame, and that in itself makes it absolutely riveting to explore, and something that could produce a really interesting product. It has some quirks as well, as it can only suppress after the opponent uses a move that could also be an interesting challenge to overcome, since moving second in Pokemon is usually really unoptimal.
Crush Grip: Its interesting to an extent, but the move also just kind of sucks. Its formula is based on the opponents HP, and the Normal typing will make it really, really hard to actually get kills or even threaten the mon depending on how low they are. Its the only move so far that makes me question if CAP31 would even actually use it as opposed to other options in its lineup, and that's not really an optimistic sign of a good process.
Diamond Storm: Absolutely a cool move but I've developed this edge of skepticism with regards to it. Can't really put it into words but there's something stopping me about throwing myself behind it, maybe it's that I don't think it can make a mon distinct from what Diancie already does?
Doom Desire: Already covered extensively in Equilibra's process, don't see any reason to touch on this move again.
Double Iron Bash: I think Melmetal's presence in the meta makes this less interesting as a whole, but there is technically room to explore its flinch chance. This would however be absolute cancer to actually play with, so I'm honestly not interested in touching that move.
Dragon Energy: Honestly kind of a cool move. Its another massive stab move but health management sounds like a really interesting portion that makes it different from the sea of other high power moves that really only offer their high power.
Dragon's Ascent: Flying-type Close Combat just really doesn't sound fun to cover, especially when Brave Bird already exist and is very fun in itself.
Eternabeam / Prismatic Laser / Roar Of Time: They are recharge moves but that in itself is unexplored in the meta, and asking how we could actually use these moves effectively despite their drawbacks could be really interesting, especially considering their power. It falls close to Crush Grip problems of being dropped for something more consistent, but it does have actual reward so it produces an interesting set of questions.
Fiery Wrath: Kind of just Dark Pulse but more, not really seeing an interesting forward with this one.
Fleur Cannon: Magearna was very proficient with the move while it was still here, but it becomes a bit more interesting to look at once you seperate it from Soul Heart. Those drops actually begin to matter, and looking into the dealing with the drops could lead to a good process. I'm skeptical though, as users of moves like Draco Meteor and Overheat already have to ask that question.
Freeze Shock / Ice Burn / Shadow Force: Suffers similar problems from the recharge signature moves, but the prospect of Power Herb with these moves is moderately intriguing, with stuff like Icium Z Kyurem-B coming to mind (though that mon ran Freeze Shock for a different reason). It'd be tricky and I think its actually a little too narrow, but could still be fun to look into. Otherwise feel neutral about it.
Freezing Glare: Psychic but with a more annoying secondary effect. Pass.
Make it frostbite and then we'll talk.
Fusion Bolt / Fusion Flare: I'd pass on these, there effects have no chance of being used these days and they are extremely uninteresting aside from their power. Fusion Bolt is better as it can fill that physical Electric niche mentioned earlier but Bolt Strike is a more interesting option in my opinion for that.
Geomancy: Xerneas already rocks this move far better than anyone else and there isn't any cool routes to go aside from what has been seen before between the deer and Necturna (due to Sketch).
Glacial Lance: I unironically think that this could be really cool, and is my current favorite of the third stab ideology. Ice moves aren't massively consistent on the physical side (Triple Axel is the closest and it does have its miss chance per hit), and Glacial Lance does fill that hole. Its also does have resistance problems that make it way more interesting than its spectral brother. If we were to pick a move that has high power and only has high power, this would be the one I actually choose.
Glaciate: Speed drops are cool on paper, but this move is piss weak when compared to other legendary sigs (65 bp is yikes) and not even 100% accurate. Makes it very hard to justify when you could get way more mileage out of more traditional Ice-type moves.
Jungle Healing: I can't escape this move man. Jungle Healing does have a cool effect, but its deceptively weak and leads to more self-sufficient play. This isn't a bad thing on the outset, but Zarude already uses it in this way and I don't see as many interesting routes past that.
Land's Wrath: This move is awful please don't choose it.
Lunar Dance: An interesting signature move, but I'm not sure how much it would be able to differentiate itself from Healing Wish users already, even considering its boosted effects.
Luster Purge / Mist Ball: These moves are somehow weaker than Psychic and their effects really don't make up for it. I see no chance of us choosing these moves and I wouldn't want them anyway.
Magma Storm: A cool move but I genuinely think Heatran uses it really well already and doesn't seem interesting compared to the other more interesting trapping moves.
Mind Blown: This is a really cool move. The recoil of the move means one has to be really careful in the specific usage of the move, but the power definitely pays off as a reward and Steel Beam's usage on mons before shows that these rewards can be worth it. Actually incentivizing it may be trickier but its absolutely something that would be fun to mold a process around.
Moongeist Beam / Sunsteel Strike: Grouped together since similar effects. I think they are absolutely interesting moves that could be really fun to work with, but the current state of the metagame may not entirely be indicative of them, considering how offensively minded the bypass is. Of the two Moongeist Beam is better, but Sunsteel Strike would be a more interesting process.
Nature's Madness: I want to say this is already used well by Tapu Fini, but Super Fang that hits Ghosts is a really interesting status move that could translate to other contexts, perhaps on a mon with less four moveslot syndrome. Its not incredibly interesting (once again Tapu Fini already uses it nicely) but could be worth looking into.
Oblivion Wing: quziel mentioned this is just a goodstuff move and I basically agree, but the sheer number of Pokemon that this move could work on makes it once of the most flexible here. The 75% drain is just an incredibly strong effect and the 80 BP is absolutely servicable with that strong of an effect. PP is great too. There really wouldn't be a wrong way to approach this one and take makes it a very strong contender.
Origin Pulse / Precipice Blades: Just another set of high power moves, with the problem being these two types already have greatly consistent moves so it becomes less interesting to look into.
Photon Geyser: I chose to seperate it from the other two Light Trio moves due to its interesting damage formula, which would be the reason this gets looked into over those two. It would be a little tricky to do, but the ability for it to be either bias depending on 31's attack could lead to interesting set customization if the stats allow for it. It also does still have the ability bypass effect which could offer an extra layer of complexity to the move.
Plasma Fists: I think Zeraora uses this move plenty well as it is right now.
Psystrike: Being just Psyshock but stronger is a bit of a bummer and really only adds up to interesting stuff from a purely offensive front, especially since Psyshock is common on plenty of Psychic-type as it is. Don't really think there's a ton to explore here.
Sacred Fire / Searing Shot: Grouping both because the sheer burn utility is just riveting whilst keeping up offensive power. Sacred Fire is slightly better due to the higher burn chance, but I think both could leverage that tool in a more utility focused way.
Secret Sword: It suffers the same problems as with Psyshock, but Fighting-type does make it slightly worse of a move. It would still be interesting since the move really isn't translated completely anywhere else, but we could do much better.
Spacial Rend: I genuinely forgot this move existed. Completely neutral no thoughts whatsoever.
Spectral Thief: Now this one is cool. Stat stealing is an effect that was wasted on a mon that was already broken, so Spectral Thief is an intensely unique move compared to the rest that it is absolutely worth mentioning. It can also be taken in many different direction and still wind up creating a wholly unique mon. Definitely a favorite for a reason.
Steam Eruption: Scald but stronger. It could fall under the same area as Sacred Fire and Searing Shot, but Scald is a strong enough tool as is that I feel like there's far less to explore.
Surging Strikes: Meh, I think Urshifu-R has this move pretty well covered at this point. There might be some interesting ideas on a mon that isn't as strong offensively but it still doesn't strike me with passion.
Techno Blast: This move has carried entire concepts by itself for good reason. Just the sheer customizability in coverage that this move provides is extremely interesting from a conceptual front, and the cost of having to drop an item to accommodate is really unique, even if slightly explored nowadays by Venomicon-E. The trickiest element is definitely making sure that the mon does indeed stay balance despite have four (technically five with no drive) possible coverage types which are all very strong in their own right, but considering the resources we have at our disposal I think its entirely possible to do correctly, and dismissing it would be a shame due to the sheer potential this move has.
Multi-Attack: While I like the above I don't feel as strongly about Silvally's signature, just because it has all of the potential problems squared. Five is already a lot but eighteen (even if less than half are actually viable thats still more than Techno Blast) sounds like a nightmare to keep balanced.
Thousand Arrows: This honestly has the highest potential of slipping out of hand just based on its previous track record with Zygarde-50%, although Zygarde-10% also proves it can be balanced if handled carefully. However, its really just not a hyper interesting move to actually explore past "ok how do we not make something broken with this" since Zygarde handled the move very effectively.
Thousand Waves / Thunder Cage: What really makes these moves work is their weaknesses: a common type is immune to them. This makes them vastly different to approach as compared to the Pajantom process or even Magma Storm, as you really gotta think before you click these moves. It adds just the right amount of spice to really bring them into their own, and I think both could work really well.
Thunderous Kick: Its a strong move as it is, but what really sells me is the utility: a guaranteed defense drop. Putting that kind of pressure onto the opponent could result in some really interesting play, and the move could work on both a faster and slower offensive mon. It could spiral out of control if not handled careful but it leaves far less worried than many other moves on this list.
V-Create: Honestly? I think Victini has this move completely locked down both on the balance department and its potential. There is the argument of creating a mon without Victini levels of coverage but that doesn't leave much to be desired.
Wicked Blow: This one holds a bit more merit, just because its on the banished bear Urshifu-S. Asking ourselves how to actually approach this move without breaking it could be neat, and I think the effect is notably less obnoxious than something like Thousand Arrows. I'm not sold it myself but I don't think it should be taken of the table.
I'll compile a tl;dr later I just want to stop looking at this thing.