The first time we started dealing with T-values was for Chromera and it was also super confusing for me at the time (I was the one leading the stage too, lol). This is not an in-depth explanation as I still don't understand the specific math myself, but I figure a basic rundown might be helpful for others in this thread who are also less sure on what the T-value doesThe T-Value thing is somewhat new and I can’t find an explanation of it for non-math majors anywhere, but whichever T-Value reflects that base speed is likely to be the central focus of the CAP’s competitiveness is the one I support. Small T, then? I think Amamama made it make a little bit of sense with the recovery comment, but based on that I think this will be a variable that will have to change depending on each submission’s inclusion or exclusion of recovery options. It’s all really just a lot, honestly lol. The T-Value itself is comprised of three variables, evidently. Do we need to discuss the “expected number of targets to be assigned to the designated role” also?
The T-value (turns value) represents the number of turns we can expect to be on the field before getting a KO. It essentially has to deal with how speed is "weighted" on a stat build, where a lower T will "punish" high-speed stat spreads more. If you think higher speed has a huge effect on our strength, you will want to place more weight on it with a lower T-value, and vice-versa if you think speed affects us less. Here are two spreads, a slow one and a fast one, with near-identical PS/BSR under the default T-value.
As you can see, speed's effect on PS/SS/BSR is weighted more for lower T-values; the slower+stronger spread has higher stat ratings with T=4, while the faster+weaker spread has higher stat ratings at T=1. Ultimately this means that lower T-values give slower spreads more leeway, while higher T-values incentivize the opposite. Some of this is oversimplifying, so perhaps someone smarter than me will explain this more in-depth, but this is broadly what T affects.
Personally, I think a T-value between 2-3 will be good for us (ie, CAP 31 will be on the field for 2-3 turns on average before claiming a KO). We don't want to overly punish fast spreads because that's still a totally valid approach to CAP 31; however, EdgeQuake (and single-STAB) coverage really appreciates a high Attack stat, and especially given our access to speed-boosting options, I believe setting T to somewhere between 2-3 is appropriate.
Will also echo the above posts in that there isn't a super compelling reason to have a cutoff on base stats. The main reason speed should be capped would be for balancing purposes –– eg, Venom-E's speed was capped at 120 because it had no business outspeeding Syclant + Weavile –– but I don't think outspeeding fast threats will warp our C&C that much, and it's already been established that a faster Diamond Storm is a great tool. I personally would not want CAP 31 above 120-126 speed at the absolute most, because A) we can already boost with DD/SG, and B) it takes too much away from areas I deem more valuable, such as our ability to switch into Zeraora and wallbreak effectively. Aside from personal preferences, though, it's probably not necessary to limit spread submitters in this regard.