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Keep/Change/Delete

Keep. It pretty much single handedly makes Staraptor the best regional bird.

Wrap
 
change; make it go back to how it was in gen VI, where it worked at any level of HP. Gale wings has potential to be broken, but on a mon like talonflame which has such notable flaws outside of gale wings, it's fine. If they really think gen VI gale wings was too much, they could make it so it works if the user is at 50% hp or higher. Seems like a fair compromise to me.

life orb
 
keep. Hyper beam and all its variants are, for the most part, useless moves in a competitive environment. They can be situationally useful in game through. They could easily be buffed by allowing the user to switch out during the recharge turn, but as this would add to power creep even more, I'd rather not.

toxic thread
 
Get rid of it. I hate knocking out wild Boldore and then realising I haven't because they've got Sturdy. And that's pretty much the only reason...

...Also, the same thing can be achieved for any Pokemon if they're holding a Focus Sash.

Cute Charm
 
keep. It's interesting in that it gives mons a reason to want to go last; gives a nice silver lining to being slow. It's not useless on fast mons either, since it activates when the opponent switches out.

mega launcher
 
keep; it looks nice and has an interesting obtaining method, doesn't need any special effects

marvel scale
Keep. It has its uses for Toxic Heal Pokemon and worst case scenario, Guts users (though Burn Orb is generally superior to Toxic Orb iirc)
yep, guts users have literally zero reason to not run flame orb over toxic orb (besides item clause, when that's a thing)
less damage each turn
but quick feet users can make use out of toxic orb, even if it's a rare ability
 
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I hate Thunder Wave, it's annoyed me so much over the years in games. That being said, keep. It's good at doing what it's suppose to, even if it's accuracy was lowered to 90%

Mega Kick
 
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