>>36277733QD/NP are great moves with bad distribution. CM isn't bad but is a considerably slower boost than SD, especially on fast sweepers.
>DracoExclusively for hit-and-run. Compare with Close Combat, which has a much less significant downside while only being marginally weaker on the first hit. If you want a consistent special stab you're in ~90 BP territory.
>ScaldMore relevant defensively than offensively this gen, since burn isn't as good at chipping down walls.
One of special's strengths is that there are a lot of low-risk moves you can use for hit-and-run, like the aforementioned Draco and Scald. Still, specials tend to have a hard time closing out games or breaking stall because Chansey exists, their good boosting moves have bad distribution, and their STABs are worse when staying in for multiple turns. Meanwhile, common physical moves often have ~100 BP with fewer drawbacks, physicals have access to SD on a much larger scale, Knock/CC/EQ/SE are fairly spammable, most priority is physical, etc.
Special moves are safer and more spammable, but are ultimately weaker and have harder hard counters. Physicals are stronger and have an easier time muscling through counters, but have more generalized counterplay in the form of burns/rocky helmet/intimidate. It's fine as-is.