Critical hits have absolutely nothing to do with balance by the definition I was using, "getting critical hits" is not a broken strategy.. because it's unreliable. Balance is not a general term for anything which you want out of the game.And I agree with mtr's rewording. I don't see how "balance" would be a nice reason to change simulator mechanics (critical hits?), as it can be easily perverted in the long run and I believe the majority voted for not strictly following in-game mechanics so we may avoid bizarre glitches, have the Undo Move option and not have to worry with "pedantic" rules such as Wi-Fi Sleep Clause.
I think the "characteristics of a desirable metagame" bit is kinda essential, anything effect which would be done by tweaking game mechanics could also be done by differing levels of convoluted rules. Arid Rain could be excluded by flat out banning Pursuit, banning it only in conditions which may cause Acid Rain, banning the Pokemon which cause an endless cycle, or by several other means. The Sleep Clause can be made to follow mechanics either by allowing an extra forcible win condition, or by making a somewhat complex rule. The reason some people support these being done by mechanics tweaks (note: not sure if it's the best way myself) is that they think the resulting metagame is more desirable somehow than one without. Therefore, the philosophy should reflect this since the majority are in favor of it.I'd remove the "characteristics of a desirable metagame" bit too so we could put any "slippery slope" argument to rest, but then it would be completely against Smogon's philosophy until now and I'm sure people will want to remove the Rearrange Team option if it proves to be uncompetitive in the future. As long as, as Doug said, we "do our best" not to increase the gap between simulators and Wi-Fi, I'm fine with this policy.




