The hypothetical turn limit I am trying to introduce can never be as accurate as implementing the animation duration timer countdown system, which like you said is a ridiculously difficult research project, but I believe having at least something to simulate a tiebreak when the game drags on is better than the current policy of doing absolutely nothing at all. Turn limit is just the best band-aid solution until we are able to get something more accurate like the animation duration research completed.
You make a great point in that the worst case of this implementation is that games are ended earlier than they would do on cartridge because of the turn limit. This is why my suggestion is to place the turn limit to the highest end of what can reasonably be seen as the number of turns for the time to run out on cartridge (aka not snore spamming to get the record). However, I don't think we can really take metagame relevance into account with this proposal. It's never going to be 100% accurate and it can potentially take the limit down below the reasonably possible, which we both agree is the worst case scenario. Having the turn limit be "too high" is a better alternative, while also being better than having no turn limit at all.
30 turns is something that BSS games, and especially VGC games, will not reasonably reach given that it is 40 seconds a turn. Out of personal experience, each move/switch takes on average 7-8 seconds, that's around 15 for both pokemon, longer if the move has stat altering effects or the pokemon switched in has ability activation or switches into hazards. Communication lag adds 5 more seconds, and end of turn effects is commonplace. This isn't even counting the long terastalize animation either. That's way less than 20 seconds of move selection time per turn, if any at all, and given that most players will willingly play for time with their 45 seconds if given the board position to do so, reaching 30 turns is pretty much impossible. I'd be surprised if a BSS game even goes to 20 turns honestly, and the turns last even longer in VGC. To give another perspective, you run out of your time if you average 14 seconds per turn at turn 30, which is hard to think you even come close.
Given that BSS is probably the biggest competitive Pokemon content on Youtube, we can probably get more data if needed be (although a lot of games that goes to time is probably cut down). Ideally I don't have to spend time scouring through videos looking for them and counting turns like a madman, but if that's what's needed then I guess I can bite the bullet.
I have to disagree with turn-based and time-based limits significantly altering win conditions and therefore play. On cartridge you have the 3 minute alert that pops up (which they finally fixed), which by both format standards will be the last 3 turns of the game given that there's always going to be a player that benefits from the tiebreak and as such will use their 45 seconds that turn to reach it. At that point the turn and time limit plays the same: both players will play the turn like there's 2 more turns after. Now there may be a difference before that point to be the case, but most of the time in those situations the players are aware that one of the players are playing to time and therefore somewhat aware of the amount of remaining turns left, provided that they kept track of the time that the game started and perhaps not as precisely. Timeout board positions not being set in stone is something that applies identically to both turn and time-limit based scenarios; a board position can get flipped to favor another player for the timer win and a turn win pretty much the exact same way, since they are usually aware of roughly how many turns are left in a timer scenario anyway. In VGC, the current implementation has
this issue for games that drag on, which I believe affects plays a lot more erratically than a turn limit since it becomes a speedclicking game, while if a turn limit were in place the tiebreak would come into play before the your time becomes a problematic issue instead of a skill issue.
I appreciate you bringing up the usage stats disparity, because it really highlights how the lack of a tiebreaker really impacted certain Pokemon's viability. The primary culprit here is Gothitelle, which on HOME it is placed 117th. It's not too surprising given how every team has a Dark type, and it's possible that the usage is skewed on PS because a few players spam it and because of the playerbase size it can have an impact. However I want to point out the issue by looking at the
moveset usage stats. The set in question has 95% usage: Max Def Choice Scarf Trick/CM/Rest/Stored Power. I think it's fairly reasonable to assume that using this set as effectively on cart is almost impossible due to the 20 minute timer, since you don't have an infinite amount of turns to PP stall and reach +6 to sweep. It is a lot more representative of the format to place the same shackles on this set as the one it has on cartridge, and I believe a turn limit is the best solution that we can currently introduce until we find something better. One of the main reasons why I even posted this in the first place is because Reg E is going to introduce probably the most infamous Pokemon in terms of games going to tiebreak: Gliscor. This Pokemon is going to play completely differently simply based on whether there's a tiebreak or not, and having at least
something to better represent the cartridge metagame is something that will improve PS.