Not sure if this is the correct place for this, but some thoughts:
I've played competitive Pokémon for over 20 years and have experienced events so incredibly unlucky that even the most seasoned on here would be skeptical. Missing a game winning, last turn Explosion (1/256 chance) in the finals of a massive RBY tournament, hit 0/6 Thunders in a GSC game, and tons of other random shit like getting crit 3 out of 6 turns from a Medicham's HJK in ADV. As someone who plays a lot of Randoms Blitz, you eventually get numb to bullshit happening in a blink of an eye, and if any of you are like me, almost "expect" crucial moves to miss at inopportune times, get a bad matchup, etc., but that's just part of the game. And truth be told, the variability makes it exciting, unique, and I sincerely thank all of those involved keeping the meta fresh.
All that to say that despite my enjoyment, there is oneeeee thing that to this day, despite my soliloquy above and finally achieving inner peace when luck screws me, that I absolutely cannot stand. It bothers me so much that I'm dedicating my yearly post to it.
We have to do something about Thunder Wave. Not because of it's powerful speed dropping utility, but you and your opponent quite literally having to spend the majority of some games wondering if your 'mon will fully para that turn. It's severely punishing to the point where becoming fully para'd or not is the theme of the battle.
This isn't missing a couple Hydro Pumps one battle with Inteleon, or your opponent using every hazard against you without ability to spin/defog one game, t-wave fully para is a consistent dice roll that quite often decides games. It turns into an every turn "all or nothing" situation for making a crucial play that can decide a game.
I'm not saying we need to remove para moves. It has been a staple of Pokemon since it's inception.
I just don't think it needs to be as common as it is. Can we test removing it (or making it far less common) for some Prankster mons, the Wigglytuff/Scream Tail/Clefables of the world and some of the electrics as a start?
Random Battles' philosophy is to optimise the sets that Pokémon have. This means that changes are tested by winrate change, and if a change results in a negative winrate change then it will be reverted. This further means that something being banned for being "too good" is something that can't be done through usual practice (since it will just be reverted later) -- the only way for paralysis to be made more uncommon would be if the council voted that it was truly uncompetitive and it were banned, which would mean that it would have to be removed from everything. That vote wouldn't pass, nor receive two proposers on the council for it to be voted on in the first place, I can tell you that much now.
I do hear you that paralysis is annoying, but Gen 9 is the least annoying it's been. The fully para chance is the lowest it's ever been across Pokémon's history. It's arguably broken in doubles just because it's permanent speed control, so there'd be more chance of some movement happening on it there, but it's still one of the main contributions a lot of Pokémon can provide to the more complex nature of randdubs, so it'd be a widesweeping nerf and that's undesirable.
If you can come up with a list of Pokémon who you think "actually Thunder Wave is just being annoying here, it doesn't make the Pokémon better, and therefore may result in a winrate increase if it were removed" we'd certainly discuss those cases and maybe test them. I agree that it would be good if it were less common, while still not harming the individual viability of a given Pokémon. Currently it's on:
Clefable, Wigglytuff, Slowbro, Slowbro-Galar, Hypno, Electrode, Electrode-Hisui, Lanturn, Slowking, Slowking-Galar, Granbull, Qwilfish, Porygon2, Chansey, Blissey, Tyranitar, Sableye, Volbeat, Illumise, Banette, Chimecho, Regirock, Regice, Registeel, Groudon, Honchkrow, Probopass, Uxie, Mesprit, Dialga, Dialga-Origin, Palkia, Palkia-Origin, Cobalion, Thundurus, Meowstic, Klefki, Magearna, Grimmsnarl, Duraludon, Wyrdeer, Kilowattrel, Tinkaton, Sandy Shocks, Scream Tail, Gholdengo, Archaludon
If I were to categorise these, it'd be roughly:
Pretty much the best utility the mon has to offer to its team in this set thanks to speed reduction:
It's important to have a variety of movesets in the game. Every Pokémon shouldn't just be an attacker, especially in Gen 9 which is a very offensive random battles generation to start with. Even though some of these Pokémon have second sets that are attacking / wincon sets, the possibility of acting as a support for a partner's wincon set is essential and needs to remain in the format.
Clefable, Slowbro, Slowbro-Galar, Electrode, Electrode-Hisui, Lanturn, Granbull, Qwilfish (TWave punishes offensive threats trying to stop it setting up hazards), Porygon2, Chansey, Blissey, Sableye, Volbeat, Illumise, Chimecho, Regirock, Regice, Registeel, Probopass, Uxie, Cobalion, Thundurus, Meowstic, Klefki, Grimmsnarl, Wyrdeer, Kilowattrel, Tinkaton, Sandy Shocks, Scream Tail, Gholdengo, Archaludon
Actually makes use of the speed reduction itself to help it in its own role:
Halving the opponent's speed has been proven by winrates to be a useful tool on a lot of mid-range speed Pokémon. This doens't include Pokémon like Slowbro/king(-G) because they're outsped by a lot of the format while paralysed, but does to the Pokémon below:
Hypno (clicks TWave to check if it's a safe Encore as it then outspeeds), Tyranitar, Banette, Groudon, Honchkrow, Mesprit, Dialga, Dialga-Origin, Palkia, Palkia-Origin, Dualudon, Gholdengo, Archaludon
This leaves us with:
Wigglytuff -- Wigglytuff is good at using Thunder Wave, but in my view it's better at being a Wish Passer. Often what I expect to happen to Wigglytuff's winrates doesn't work out in practice, and this Pokémon is already level 96 (it's bad). I wouldn't be opposed to testing it, because I think a lot of its other sets are better, but I think it would probably end up being negative because it's a challenging Pokémon for the average ladderer to use well, and Thunder Wave is free and easy utility. Don't even think Thunder Wave is the best move to cut to make WishPass more common -- TWave is better than Knock and Stealth Rock on this mon -- but given the discussion matter I'll field it.
Slowking & Slowking-Galar -- Similarly, Chilly Reception is just the best move these Pokémon have. Making it more common by deleting Thunder Wave (which happens to only exist on Chilly Reception sets) seems viable. Also have better damage output than Wiggly, so getting more coverage moves on these mons more often is usually beneficial. A lot of targets of TWave still outspeed these mons after TWave. Would probably more actively support testing this, I think it could be beneficial to their winrates.
Magearna -- A more extreme version of Slowking & Slowking-Galar. It can be in the "actually makes use of the speed reduction itself" tier, but it's also a strong attacker and the set that TWave is on has great other utility like Volt Switch, Spikes, and some form of recovery in Pain Split. Thunder Wave seems more like an odd one out here than its other moves. Would support testing removing TWave from the Magearna set.
This isn't a long list of reductions, but they're things I can propose in staffcord. It may be shot down immediately (I think it's quite plausible it will be). Let me know if you disagree with my categorisation of any others, if you think that deleting TWave will actually increase their winrates.