I agree that we don't have the userbase to actually go through and incrementally work through things like we should, but I think a simple place to start was the general stat changes I suggested (+10 stats/+5 Spe for UUs, +20/+15 Spe for NUs, cap boosts at 110 base) and work from there. If we give individual pokemon too much focus I think that we'll lose sight of the entire metagame and not be able to balance the bigger picture.
OK I admit I didn't quite fully understand your initial suggestion: I thought it was just leaving the UU's alone after the boosts. If the boosts are the minimum and after that we start editing them specifically, I see no problem. We could still have the time to identify how a pokemon would perform(or doesn't perform) in the metagame and allow us to change them appropriately.
If we're talking about status ideas, we could rework some of the mechanics on a very basic level like saying paralysis is just a 25% chance to not attack and 1/2 speed reduction, starting toxic damage at 12.5% but having it increase at the regular 6.25% rate, but I think status and weather mechanics are fine already (minus dumb crap like the acid rain glitch).
I already stated my opinion on changing paralysis to no chance to not attack and keeping the 1/4th speed drop: you can design a pokemon to take paralysis, you can't design them to be useful after not attacking three times in a row. I like the idea of Toxic actually being able to be stalled out after a certain amount of turns(think starts at 12.5%, adds 12.5% per turn, caps at 75% and then the pokemon with the status is healed from it after the 75% damage one, or something like that).
Those were some minor things that I tried to address in my own personal type effectiveness changes: recognizing that there are not only a lot of crappy pokemon but also a lot of pokemon with the same type combinations that have to be made better. It is our job but it's something that would take more in-depth testing after simple status changes.
Changes to the type chart I believe should happen first, though they need to be made with in mind to the current metagame and how it is centralized. For example, in my changes I did three major things: made Dragon a worse defensive type, made steel a worse defensive type, and eliminated all 4x SR weaknesses by removing Flying's weakness to rock. A lot of your changes don't make a lot of sense at times and it seems you're looking to make some already bad types worse and some already really good types great.
What I'm doubting is not the necessity of niches within Pokemon, but there actually BEING enough niches for each pokemon to fill. I don't think it's possible to boost every pokemon up to a level where they will all be useable to the same degree as non-sand veil chomp, which is why I think that bringing NU and UU into OU play in a very general level should be our primary goal rather than making sure that each pokemon can fill a unique utility. By virtue of their movepools, they already can bring something unique to the table, but if we go to the extent of giving them an "OU-level" movepool, they start being less differentiable and merely known for the niche differences which we create within them. This is already true as it is but the element of surprise is also removed when we know what exactly they've been given to make them stand out. Take for example expanding on Dodrio's Baton Passing options, giving Pidgeot nice mixed attacking stats and an expanded special movepool, and Fearow gaining some extra speed/attack and a nice ability like Adaptability. Each of them would become known for those niche options that were given to them, and would only be known/differentiated by those compared to other Pokemon choices that could be used on a team. Take this and apply it to every NU and UU pokemon and I just don't see how it's possible to differentiate every single thing that could be used.
If everything filled in only 1 niche, then obviously they would generally be overlooked because there's probably something that can do that and more. Even if there wasn't, it may be overlooked as not necessary. But if we give every pokemon three niches to fill, and don't let those niches overlap with other pokemon. Of course it isn't easy, but I think your base stat changes would make a good start.
That was just a pet idea of mine, and the weather would only be renewed while the pokemon with that weather-creating ability was out, which would mean two weather inducers would override the other's weather only while they were on the field (and as such things like dragonair would only bypass sandstorm spdef boosts with their own special attacks while they were on the field). I certainly don't know how to code that, but it's probably the closest we'd get to a balanced all-weather mechanic in OU just because of the fact that it lingers for only a turn after the pokemon leaves the field. There's no need to change existing abilities like Sand Stream to do this, but rain and sun could do this and it would be an effective way to both interrupt weather teams and counter some of their strategies. That, along with spreading weather-interrupting abilities would diversify the metagame even further.
I guess it wouldn't be impossible to program, if you programmed that "at the beginning of a pokemon's attack, if they have the ability Snow Warning, Drizzle, Drought, or Sand Stream it immediately takes effect. The ability also takes effect upon switching in the pokemon." Then we could just cap the drought/ drizzle ability to last five turns max, so that then it is essentially unlimited for the pokemon who the ability is on, but limited to whatever comes in.
So we need to do a couple of things. I think our general process should be:
1) develop changes in the type chart
2) change the physics of the effects AROUND pokemon
3) make a general stat-boost to lesser used pokemon
4) test the metagame created by these changes
--4a) fix problems associated with the type chart or physics
--4b) fix "too broken" pokemon created by these changes
5) revise pokemon not seen enough by more than just stat changes
6) fix "too broken" pokemon created by these changes
7) go back to step 5
questions? comments? concerns?