>>54072173This is a common one but I think it's excellent:
>Castforms weather forms now have Rotom appliance style stat boosts (instead of gaining Att/Def/SpAtt/SpDef and losing Speed, Castform gains HP/Def/SpA/SpDef while retaining Speed)>The Ability Forecast now also causes weather to activate automatically if you are holding a weather rock, thereby freeing you up to just make Castform your default weather setter (and allowing it to devote all 4 move slots to whatever you want). Maybe let the ability also activate if Castform knows a weather changing move (the one in the closest to first slot is the one that activates)>Castform gains a Sandy form (Rock) and potentially Misty (Misty Terrain, Fairy), Windy (Tailwind or "strong winds," Flying), Foggy (Fog, Normal) and Thundery (Elec Terrain, Electric) forms. Fog becomes a full blown weather similar-ish to Gen 4 and while the others are not true weather effects, they will change its form anyway because they affect the atmosphere in some way. However, mist, electric and tailwind are superseded by whatever weather becomes active (in other words, you can get windy form when someone uses tailwind on your side, but if there is currently any active weather you become that instead as it overrides the "non weathers")>Gains access to Misty Terrain, Fog and Electric Terrain now. Also Snowscape replacing Hail. >Also gets access to a bunch of moves they should have learned in the first place, like Haze, Ice Shard or Morning Sun, and moves that make sense on them with these changes, like Shore Up and Fairy Wind. They also gain access to Chilling Water, Aurora Veil and Twister because wtf not. >New signature move: Storm Gather, which is a charge move that causes your learned/held weather on the following turn then switches out. Can fail in all the ways that negate Weather/Charge/switching moves I think with all of these changes, this thing would be the go-to weather setter which is what it was likely meant to be