A Look at Move Rebalance: Negative relationship between PE & EPS
PE, or Power to Energy, or Damage per Energy, is the ratio between a move's power to its energy (generated or consumed). Also, PE = DPS / EPS. This seems to be the new fancy quantity. Does PE really matter?
First of all, the formula for calculating cycle DPS is:
cycle_DPS = (QuickMove_PE + ChargeMove_PE) / (1/QuickMove_EPS + 1/ChargeMove_EPS)
Thus, for both the PE and EPS, the higher the better. PE does matter! And if a quick move's PE and EPS are both higher than the other, then this quick move is superior since it always yields higher cycle DPS no matter the charge move.
Then when I summarized the new quick move stats, I found this almost perfect negative relationship between PE and EPS, as shown in the figure attached.
That's one of the reasons why "there are no bad quick moves now".

Answers
Im just guessing here but I think the quick move needs to match the charge move. So a high DPS move might be better suited with moves like AT and DC and high EPS moves might be better suited with DG, OR and SB. Conversely I think a weak charge move would not be at its best with a low DPS and high EPS move.
If you go to the silph roads and click on EPS or DPS it will sort the moves from high to low. The inverse relationship can be seen there as well.
https://thesilphroad.com/pokemon-go-moves
I think it means pretty much that there is a tradeoff between EPS and DPS for all moves. You can either have a hard-hitting quick move that doesn't charge your charge move well, or a soft-hitting quick move that charges the charge move quickly, or anything in between like medium for each. So the optimal quick move will depend on your playing style as well as the charge move it's paired with.
That's my read anyway.
great chart.
Why not simply a chart with DPS (instead of PE) and EPS? is it to get a linear correlation?
You would also show that there is no bad quick move since all of them are either generating high damage per se or high damage indirectly by charging the charge move.
what about a similar chart for charge move? (DPS and energy consumed per second.)
PE is an artificial value of little significance on its own. It makes damage formula easyer but harder to understand.
You could get infinity PE with a hypothetical move that does not generate energy at all.
You could get PE-rate of 2 with a move that generates 20 damage / 10 Energy, you could get the same rate of 2 with a move that generates 10 damage / 5 Energy. - As i stated above - PE does not mean anything without DPS.
I would like to see this chart with DPS / EPS. I think, you get a falling line with something like -0,7 DPS/EPS. You can tell, that a move is better, the farther to the right or above from this line it is.
Edit: I did it for myself.
Unfortunately i did not manage to name the moves in this diagram.
Edit: There seems to be an error in my source. There, the move tackle is listed with only 6 eps. This is the point very below the line.
As stated above: there are no really bad quick moves.
I took out transform and splash.
Could you please post a DPS-EPS-diagram? I did not manage to get it as useful as yours - it is really informative.
PE is really hard to assign a meaning to, but could it be a good quantity to measure a move?
Unfortunately, i see PE as a pure calculation help to make damage formula easyser. It does not tell anything about the quality of a move. A move with PE 0 (generating 5 or 50 Energy/sec without damage) could be great or crap, a move with PE infinity (dealing 10 or 30 damage/sec without energy) could be great or crap.