>>54935977Alright here's a brand new argument, new stance, opinion I have seen no one else have.
Fairy was done dirty conceptually and has by far the weakest introduction of the three post-rby types, as well as a weaker introduction than some of the rby types.
In gen 1, ghost types got to be the focus of a mid-game story arc and have multiple unique mechanics tied to them, they build up a sense of mystery around them to such an extent that evolving haunter is a secret and even in gen 2 finding ONE more ghost type is a post-game surprise.
In gen 1 and 2 dragon types are equally as rare as ghost and are exclusively used by strange characters with an almost religious culture around the type. Mechanically the type resisted all three starter options and isn't properly introduced until the end specifically to catch you off guard.
In gen 2 dark improved early-game options by giving a lot of pokemon easy access to special damage, without disturbing balance much by making said type mostly neutral. The way in which it did affect balance was strictly positive and not overbearing, acting as a nerf on one of the most overpowered types (psychic) of the previous game and a buff to one of the weakest types (fighting in rby is ass). More important than any of this though is that dark had a lot of interesting moves, they prioritized making the type unique over making it useful. Beat Up is a unique move to this day, Crunch is the most blunt useful move of the bunch but it has the wack property of being a special move that lowers physical defense, Feint Attack was special swift before swift became special, pursuit is uniquely good for competitive, and thief is uniquely good for singleplayer.
Steel type is the most min-maxed type, having a ton of resistances at the cost of its moves all having downsides.
Fairy has very little identity both aesthetically and mechanically, it was introduced in a very bland way and its moves to this day are the bare minimum to make a type useful.