>>52888726Exp all is, to me, going against the whole idea that you're a trainer who personally sees to the needs and utility of each teammate. Exp Share allows one member to gain exp but at the cost of an item slot, so once they're more capable you'd naturally want to give them a more appropriate item to help them in their fights. Exp All on the other hand can make you forfeit most team building altogether since you can just power through everything with your starter/favorite while the rest of the team can help out in a pinch since they'd naturally be fit for fighting despite rarely if ever entering the field. Exp All is convenient though, I'd be open to banishing it to endgame, but then you might as well make a Rare Candy vending machine or similar.
What I'm instead frequently mulling over is how to handle the trainer difficulty of routes and dungeons. One thing that makes Pokémon stand out among other games is that it's fair. Both you and the opponent will have roughly the same stats for their level, same level up movepool, and so forth. It's not like an RPG where fighting enemies with weaker attacks and bloated HP can sometimes join your team except now the stats are reversed. Players have the advantage of items, TMs, the item pocket, and hopefully a higher intelligence than the opposing AI. What makes it a challenge is that you can't view each opposing trainer in a vacuum, but for what the game is most of the time: a gauntlet.
That means that giving each trainer competent teams will, in the end, overwhelm the player, since even with all the benefits I mentioned your team will get worn down eventually unless you one shot everything (and as a game dev you should try and avoid that from happening). So I instead try and think of how to shake things up in that regard since that will affect what demands your team needs to fill. Not gonna type out more since the other autists will make us reach bump limit.