I will be voicing support for either of the two following options, with a preference towards the 6 Slot option over the 5 Slot option:
1 bo3 SS CAP/ 2 SS CAP/
2 SM CAP /
1 SS CAP 1v1 (bo7)
1 bo3 SS CAP/ 2 SS CAP/ 1 SM CAP /
1 SS CAP 1v1 (bo7)
I've highlight the bo7 as an option just to make it clear that it won't just be one round of CAP 1v1. While bo5 was something that was mentioned before because of the start up tournament, for a format like CAPTT (or CAPPL ...?), a bo7 will give a lot of room to let team builders shine, and show off a diverse range of sets and strategies, and to minimise as many elements of random chance as possible. I do agree that it is a very different format from either SS CAP and SM CAP, which is why I believe that it is probably better as an additional format in the 6th slot.
Warning: wall of text incoming.
I personally don't understand the argument that CAP 1v1 (I'm talking about the non-random format of course) is innately uncompetitive or inaccessible, and would like to speak to what I think are the perceived issues with the format. Firstly, although games in CAP 1v1 are much quicker, there are still a range of important decisions that need to be made both in terms of team-building, and in terms of the battles themselves, which is even more pronounced in a bo5 or bo7 format, where you have the ability to pick a few different teams. I see choosing the Pokemon to be sent out as similar in many cases to predicting switches, where, if you've chosen correctly will be in an advantageous position. Of course, making a punishing decision effectively loses a match, which I imagine is one of the main bases for the argument that the format is uncompetitive. I personally believe that the same is arguably true in a 6v6 standard Pokemon battle, where losing a key team member can lead to the whole team being nullified, in which case the only chance to overcome a losing position is through predicts of your own or hax etc. In CAP 1v1, rather than being able to swing that specific losing match, you gain valuable information about how your opponent plays and their team, which can allow you to take another match later. In this regard, rather than necessarily being about being able to change the course of individual sets, its about the overall match of four.
CAP 1v1, is also, in my opinion, competitive, because it is a format that requires a deep knowledge of matchups, opposing possible spreads, and EVs as it gives the player a lot of room to play around with and customise their sets which can be the difference between winning and losing a match. The format rewards players for being prepared, and predicting what combinations could cause your team trouble, in a manner that is a bit more absent in 6v6 matches where you have other Pokemon in a team to patch up weaknesses. For example, I link to Sansho's different Smokomodo sets
here. As can be seen, by EVing the Choice Band set in a certain, previous guaranteed losing matchups are now transformed into winning ones (ignore Technician, the sets used to run Mach Punch before Superpower). In this regard, smart team building and sneaky tech options in terms of EVs and move slots are incredibly effective. Certain matchups change from unfavored to favored quickly with correct reads about opposing sets and selecting appropriate moves. It is absolutely possible to analyse the opponents team in the preview and make estimations about what each of the sets are, and what they are likely going to send out, and subsequently pick the best Pokemon to take on who you think will be sent out. While it may feel a bit like rock, paper, scissors sometimes, it's a bit more complicated when you are bringing Pokemon that can swing losing matchups depending on the items, moves and EVs they're carrying, and can lead opponents in different directions. If played right, many of these matches can look arbitrary, especially when one Pokemon can outspeed and OHKO the other, but that shouldn't invalidate the decision-making process that went on in the background whatsoever. Picking a random collection of CAP 1v1 mons, with random VR movesets, and sending whichever one you feel is the strongest in isn't going to get you very far in this format. Ultimately, it's about percentages and choosing the most effective lines of action. As far as hax coming into play, all I can say is that it's Pokemon. There will absolutely be games where someone loses a match due to RNG burns or crits, but the same is true for 6v6. There are a few 90% and above favored matchups which will be lost by burns or confusion or flinching and that's just something that has to be accepted. It doesn't mean that you've made the wrong choice or not played as well as you could.
I'd also like to address the question of accessibility. In comparison to some of the previously mentioned OMs (not including SM of course), you will be hard pressed to find a format with as comprehensive resources. The sample teams that we have been building show off a range of team compositions that avoid being 3-0d by opposing sets, as well as how much choice and customisation needs to be taken into account when designing teams. One resource that we are currently developing over at CAP 1v1 is a comprehensive matrix of match ups between sets, listing percentages, something that no other metagame has been able to do, due in part to the comparatively small Pokemon and set pool, as a means to inform our VR and ensure that we have the most accurate resources that we can possibly have to allow for people not really familiar with CAP 1v1 to get a sense of the metagame at large. One this resource is completed, CAP 1v1 will be unmatched in terms of allowing new entrants to the format to look through teams and sets and find a trio of complementary CAPs that allow them to take down threats.
Last but not least, not that this is the most compelling argument in terms of competitiveness, one benefit that I think cannot be overlooked about CAP 1v1, is how much attention it has had in this thread from players that are generally not involved in the CAP ladder or CAPTT. What I think this shows, is that having CAP 1v1 on the bill will encourage new players to join in and monitor the tournament.