tl;dr - skip to the last paragraph.
I'd just like to say that I'm convinced that Weak Armor alone will not be sufficient in the speed boosting department. Realistically, even with 110 HP / 99 Def it will be very difficult to switch into a physical attack Aurumoth can tank while uninvested - it takes a ton of prediction to pull off, moreso than would be ideal in the current metagame. It absolutely needs Rapid Spin and/or Magic Bounce support, otherwise hazards will lead to its quick demise. With Team Preview, it is very unlikely your opponent will be foolish enough to mindlessly throw around Fighting/Ground attacks. The second problem is that it is still easily revenged killed by every common Scarfer at +1 due to its mediocre Speed tier, including the ubiquitous Genesect. Also, at -1 Defense Aurumoth is at high risk of being revenge killed by priority users (I think some people in this thread might even be forgetting that Weak Armor lowers your Defense stat). Here are some calculations from some of OU's most common priority users: (Note that I deliberately excluded Mach Punch users due to Aurumoth having a 4x resistance to Fighting)
Adamant CB Scizor Bullet Punch vs -1 Defense 0/4 Aurumoth: 67.87% - 79.78%
(possible OHKO after SR, guaranteed OHKO after SR + 1 layer of Spikes)
Jolly LO Scizor Bullet Punch vs -1 Defense 0/4 Aurumoth: 53.74% - 63.16%
Adamant CB Dragonite Extremespeed vs -1 Defense 0/4 Aurumoth: 61.50% - 72.23%
(high chance to OHKO after SR + 1 layer of Spikes)
Adamant +0 Dragonite Extremespeed vs -1 Defense 0/4 Aurumoth: 41.27% - 48.48%
Adamant LO Lucario Extremespeed vs -1 Defense 0/4 Aurumoth: 42.38% - 49.86%
Jolly LO Mamoswine Ice Shard vs -1 Defense 0/4 Aurumoth: 36.01% - 42.38%
Jolly non-LO Mamoswine Ice Shard vs -1 Defense 0/4 Aurumoth: 27.98% - 32.69%
Jolly CB Terrakion Quick Attack vs -1 Defense 0/4 Aurumoth: 27.42% - 32.41%
Adamant LO Toxicroak Sucker Punch vs -1 Defense 0/4 Aurumoth: 71.47% - 84.21%
(possible OHKO after SR, guaranteed OHKO after SR + 1 layer of Spikes)
Adamant CB Azumarril Aqua Jet (no rain) vs -1 Defense 0/4 Aurumoth: 50.14% - 59.00%
Adamant CB Azumarril Aqua Jet (in rain) vs -1 Defense 0/4 Aurumoth: 75.07% - 88.09%
(guaranteed OHKO after SR)
We need to be prepared for how the metagame is going to react to Aurumoth - for example Breloom will probably start running Stone Edge more often, weak U-turns are going to be less common, CB Terrakion will likely spam Stone Edge more than Close Combat, etc. Simply put, Aurumoth definitely needs another way of boosting its Speed outside of Weak Armor, otherwise it will be a failure. Agility is an interesting option - it gives Aurumoth the jump on scarfers, and it has enough coverage to get by on a Life Orb boost alone - though the recoil will be VERY detrimental, and furthermore giving it only Agility would mean that Weak Armor would see virtually no use.
The goal of the concept was to create a high risk, high reward CAPmon. I'm worried that if we hold back on what we're giving it too much, we'll end up with something that only lasts two to three turns. If we focus all our efforts on making it as risky to use as possible without some kind of heavy reward, it'll be more trouble to use than it's worth. Contrary to popular opinion in this thread, I don't think Quiver Dance/Dragon Dance will break Aurumoth, nor are they "safe" options - just how are any set up moves in this hyperactive metagame considered "safe"?
Giving Aurumoth QD and/or DD will give it a meaningful way of being threatening in the OU metagame. Remember that this is BW2 and not DPPt; Speed is almost everything in this metagame. It is unlikely to be able to sweep with Tail Glow/Swords Dance without a Speed boost, and combining that with a Speed boost with Weak Armor will be almost impossible against a smart player. Cotton Guard seems like a bad gimmick to me; especially when players are going to be targeting its Sp. Defense as opposed to its Defense.
However, QD and DD do have application with Weak Armor. The idea is that you switch into a weak physical attack to get the initial +1 Speed, then follow up with QD or DD to get +1/+2. There's a lot of mind games in this situation - do you go ahead and set up, expecting a switch, or do you stay and outright outspeed/KO the opposing Pokemon whom predicts you will set up?
I can understand why QD may be seen as pushing the concept though. I'm fine if we decide not to give it to Aurumoth, however I feel as if it does need at least one speed-boosting move other than Agility. DD seems to be more accepted in this thread, which makes sense as it is a "tamer" move than QD. As aforementioned, Aurumoth cannot rely on Weak Armor alone for Speed, and needs to hit hard in order to be worth the risks.
Since people do have the freedom to choose which VGMs they include on their movepool submissions, I'm going to say that Quiver Dance and Dragon Dance should be allowed - just don't include them on your movepool if you have a problem with them. As for my opinions on the other discussion moves: allow Will-o-Wisp, Glare, Thunder Wave, Stun Spore and Cotton Guard, but disallow Shift Gear. Although I obviously want Aurumoth to be very good, I feel that getting +1/+2 in a single turn is just slightly too good for this 'mon. Not necessarily broken, but it detracts from the concept of using Weak Armor in the first place, and doesn't need to rely on LO to have the power to break through things, unlike the Agility set.
I'd just like to say that I'm convinced that Weak Armor alone will not be sufficient in the speed boosting department. Realistically, even with 110 HP / 99 Def it will be very difficult to switch into a physical attack Aurumoth can tank while uninvested - it takes a ton of prediction to pull off, moreso than would be ideal in the current metagame. It absolutely needs Rapid Spin and/or Magic Bounce support, otherwise hazards will lead to its quick demise. With Team Preview, it is very unlikely your opponent will be foolish enough to mindlessly throw around Fighting/Ground attacks. The second problem is that it is still easily revenged killed by every common Scarfer at +1 due to its mediocre Speed tier, including the ubiquitous Genesect. Also, at -1 Defense Aurumoth is at high risk of being revenge killed by priority users (I think some people in this thread might even be forgetting that Weak Armor lowers your Defense stat). Here are some calculations from some of OU's most common priority users: (Note that I deliberately excluded Mach Punch users due to Aurumoth having a 4x resistance to Fighting)
Adamant CB Scizor Bullet Punch vs -1 Defense 0/4 Aurumoth: 67.87% - 79.78%
(possible OHKO after SR, guaranteed OHKO after SR + 1 layer of Spikes)
Jolly LO Scizor Bullet Punch vs -1 Defense 0/4 Aurumoth: 53.74% - 63.16%
Adamant CB Dragonite Extremespeed vs -1 Defense 0/4 Aurumoth: 61.50% - 72.23%
(high chance to OHKO after SR + 1 layer of Spikes)
Adamant +0 Dragonite Extremespeed vs -1 Defense 0/4 Aurumoth: 41.27% - 48.48%
Adamant LO Lucario Extremespeed vs -1 Defense 0/4 Aurumoth: 42.38% - 49.86%
Jolly LO Mamoswine Ice Shard vs -1 Defense 0/4 Aurumoth: 36.01% - 42.38%
Jolly non-LO Mamoswine Ice Shard vs -1 Defense 0/4 Aurumoth: 27.98% - 32.69%
Jolly CB Terrakion Quick Attack vs -1 Defense 0/4 Aurumoth: 27.42% - 32.41%
Adamant LO Toxicroak Sucker Punch vs -1 Defense 0/4 Aurumoth: 71.47% - 84.21%
(possible OHKO after SR, guaranteed OHKO after SR + 1 layer of Spikes)
Adamant CB Azumarril Aqua Jet (no rain) vs -1 Defense 0/4 Aurumoth: 50.14% - 59.00%
Adamant CB Azumarril Aqua Jet (in rain) vs -1 Defense 0/4 Aurumoth: 75.07% - 88.09%
(guaranteed OHKO after SR)
We need to be prepared for how the metagame is going to react to Aurumoth - for example Breloom will probably start running Stone Edge more often, weak U-turns are going to be less common, CB Terrakion will likely spam Stone Edge more than Close Combat, etc. Simply put, Aurumoth definitely needs another way of boosting its Speed outside of Weak Armor, otherwise it will be a failure. Agility is an interesting option - it gives Aurumoth the jump on scarfers, and it has enough coverage to get by on a Life Orb boost alone - though the recoil will be VERY detrimental, and furthermore giving it only Agility would mean that Weak Armor would see virtually no use.
The goal of the concept was to create a high risk, high reward CAPmon. I'm worried that if we hold back on what we're giving it too much, we'll end up with something that only lasts two to three turns. If we focus all our efforts on making it as risky to use as possible without some kind of heavy reward, it'll be more trouble to use than it's worth. Contrary to popular opinion in this thread, I don't think Quiver Dance/Dragon Dance will break Aurumoth, nor are they "safe" options - just how are any set up moves in this hyperactive metagame considered "safe"?
Giving Aurumoth QD and/or DD will give it a meaningful way of being threatening in the OU metagame. Remember that this is BW2 and not DPPt; Speed is almost everything in this metagame. It is unlikely to be able to sweep with Tail Glow/Swords Dance without a Speed boost, and combining that with a Speed boost with Weak Armor will be almost impossible against a smart player. Cotton Guard seems like a bad gimmick to me; especially when players are going to be targeting its Sp. Defense as opposed to its Defense.
However, QD and DD do have application with Weak Armor. The idea is that you switch into a weak physical attack to get the initial +1 Speed, then follow up with QD or DD to get +1/+2. There's a lot of mind games in this situation - do you go ahead and set up, expecting a switch, or do you stay and outright outspeed/KO the opposing Pokemon whom predicts you will set up?
I can understand why QD may be seen as pushing the concept though. I'm fine if we decide not to give it to Aurumoth, however I feel as if it does need at least one speed-boosting move other than Agility. DD seems to be more accepted in this thread, which makes sense as it is a "tamer" move than QD. As aforementioned, Aurumoth cannot rely on Weak Armor alone for Speed, and needs to hit hard in order to be worth the risks.
Since people do have the freedom to choose which VGMs they include on their movepool submissions, I'm going to say that Quiver Dance and Dragon Dance should be allowed - just don't include them on your movepool if you have a problem with them. As for my opinions on the other discussion moves: allow Will-o-Wisp, Glare, Thunder Wave, Stun Spore and Cotton Guard, but disallow Shift Gear. Although I obviously want Aurumoth to be very good, I feel that getting +1/+2 in a single turn is just slightly too good for this 'mon. Not necessarily broken, but it detracts from the concept of using Weak Armor in the first place, and doesn't need to rely on LO to have the power to break through things, unlike the Agility set.