This suggestion still has some bad situations but I would be perfectly fine with a “who went first last time? Well, you go last this time” implementation.
It would open up for mindgames, in Yoshi vs Yoshi.
A Yoshi vs Yoshi matchup.
Player 1 decides to not win the speed tie by not pressing anything. Both Yoshis go Null Strike but the opponent pressed the attack, so now next turn player 1 has the speed advantage. He can now either go Rampage or Null strike.
Player 2 has to consider this and either go Rampage or Evasive Stance. If he goes Evasive and dodges the Rampage from player 1, he won’t gain the speed advantage as Evasive is an instant move but he’ll dodge enough damage from the Rampage to kill player 1 two turns later with Null, Null.
In short, anyone who goes first will always go last on the next turn. Including instant moves, unless you gain the speed advantage through a speed up move, like Sidestep.
This would go for every creature. So in the case of Rixis vs Rixis, the loop of going Immobilize, Stun, Fimpact wouldn’t work as it does now(I dislike that loop anyways, so…) as the Rixis using Immobilize wouldn’t be the first to attack on turn 2. It would actually completely mess up the cycle of Rixis vs Rixis matchups.
If you use Immobilize, your opponent goes first next turn, opponent goes Stun and it lands, but now you’re faster because the opponent went first last time. In the end, the use of Immobilize will stop being a stepping stone to getting your Stun and Fimpact back online and rather a move to remove buffs faster(Fimpact, PFS, etc) and stop creatures from leaving. Redundant with its No Escape, yes, but Ludia didn’t really think when they added No Escape to the crocs without changing Immobilize.
Anyways, enough talk. Ludia won’t ever change speedties anyways, so what’s the point of discussing it. Speedties is singlehandedly the worst thing about “skill” tournaments right now but bad enough to change? Nah.