>>48825417SMT and Persona are something people always ignore when talking Pokemon. Those games are perfect examples of monster catching designed with various difficulties in mind.
Demons in MegaTen games level up fairly easily, but leveling is tuned in such a way that grinding beyond the max level of enemies in an area is actually really difficult, while low-level encounters are purposefully trivialized (to the point where you can one-shot low-level demons in the overworld and get the reward instantly). That way, the player never feels weak, but they can't actually overlevel to hell and nuke everything (unless they're playing on casual difficulty), something will always be there to push your shit in, or you will be getting no EXP from encounters.
This ensures that you NEVER have to grind, the game loop is smooth as butter, and your attention is focused ONLY on what really matters - building a team of varying types with varying moves that would get the job done, and the job is different from area to area, so you always have to keep things varied, and a static team won't carry you far.
EXP share is not a fucking problem. Balancing is a problem.