I'll have to respectfully disagree. I think you're wayyyy overemphasising donks in the last format when in fact they were quite rare, especially due to the fact a lot of other decks ran cards like Spiritomb and Gastly. Obviously if a game ends in a donk it doesn't show skill, I agree, but that's the case for ANY deck, not just Luxchomp, and outside of getting a Turn 1 win, SP decks were far more skill-intensive and required a lot more thought than any other deck.
Obviously Pokemon is full of varience, I agree! But I could use your example and swap Luxchomp with Gyarados, or some other deck: "Well, some games you can start Tail Revenging for 90 turn 1 with a Mesprit chain and regardless of how many mistakes you make, you're still gonna win". That's Pokemon.
So basically, I agree there was a lot of varience and luck in last year's format, but that was deck-exclusive for the most part, and in games that were reasonably close, skill mattered a LOT if you were playing an SP deck. Do you agree?
If only we had a special word in place of "donk" that represented a situation under which a normal, "skillful" game could not occur; I'm going to go ahead and invent one and say "game killer"...
Last format was full of game killers: Garchomp C/DCE/Energy Gain, T1 Gyarados, Mesprit chains, Spiritomb, Power SPray, Judge + Initiative with a Sableye, Sableye, my gosh I could go on and on and on. Game killers extend past the first turn, but the effect is still the same -- one person is at such a disadvantage that there's just no hope for them. Most Pokemon TCG players know exactly how this feels ("Well I faced the mirror match and he got Gyarados setup T1 with Mesprits, so I lost," or "My Gyarados list plays a bunch of Trainers and he started with Spiritomb or Gastly everytime, so I lost").
With the current format, there are some game killers floating around such as Donphan/Yanmega/Catcher and ZPST (plus Tyrogue every now and then). But outside of that, there are a multitude of decks that aren't exploding into crazy amounts of damage or disruption on the first or second turn. Tyram, Vileplume variants, Cawthon's Truth, Magneboar, Gothiclus... these are all decks that require setup time.
With the last format,
every single deck had game killers built directly into the decklist. Vilegar had Spiritomb (or the odd T1 Gengar OHKO on an Unown Q or something) and Gengar's stupid Power, Luxchomp had multiple ways to land a OHKO on a Basic or Power Spray everything good away, Sablelock/donk had tricky disruptive combos (or T1 OHKO w/Sableye), Regigigas and Palkia lock had Mesprit chains. Even Steelix had Chansey's Pulled Punch attack with PlusPowers (and yes, I remember getting 2 donks on people during CC's because of that).
On the subject of Luxchomp, there was definitely a noticable amound of skill required to play the deck well
at times. I couldn't be the runner up at Nationals in 2010 without saying that. However, it too had game killers present in its strategy. Get a couple of Power Spray in your hand early game and you could kill the setup power of almost every deck in the format, reducing your opponent to a single utterance: "PASS." Other games were much more challenging. I personally felt the mirror offered a lot in terms of skill if you could get past those donks and game killer situations. Even still, I faced many opponents who landed a T1 KO on something only for me to come back slowly and skillfully to a winning position. That
is skill, I won't deny it at all. But a good Luxchomp player could easily go through an entire tournament and have that happen only once or twice. I know because it happened to me (Regionals last year had me donking twice, getting donked twice, and having 2 good games and one where I easily won). I also know because that's how these decks were designed -- everything had to take that game killer potential to the maximum.
So did Luxchomp take skill? At times, yes. But it too was another deck that suffered from the "game killer syndrome," having cards and combos in it that put opponents in an unrecoverable position at times. When all the decks were like this, variance went sky-high. That's not to say that players who won tournaments weren't good players, but it is to say that things such as matchups, first turns, and starters mattered more and more and more.