I guess it makes sense considering their element, but most Pokemon that learn Mud Sport and Water Sport don't need to worry about taking a lot of damage from those types anyway. The only exception I can think of is the Budew line. There are also some fast Pokemon that can have Gyro Ball, and some not so fast Pokemon that can have Electro Ball.
I also have a policy of not using the following kinds of moves:
-Moves that have less than 100 accuracy.
-Moves that cause recoil damage
-Moves that trap you into using them for 2-3 turns and cause confusion afterwards
-Sandstorm and Hail. Beneficial if you have a Pokemon out that benefits from them, but what if that Pokemon faints or you have to switch? Unless you have multiple Pokemon that thrive in those weather conditions, you'll take damage too.
-Moves that lower your own stats or have a recharge time.
-Swagger and Flatter. Too much of a gamble.
I'd never ever ever have Curse on a Ghost type, or Belly Drum on anything
-Some miscellaneous moves that aren't useful for me at all or don't fit my play style: Taunt, Protect and variations thereof, moves that cause the opponent to switch Pokemon, Frustration
Basically I don't like risks.