Quoted By:
They're okay.
Converting everything mainline Pokemon had into a dungeon crawler doesn't work. So many moves and abilities weren't made with PMD in mind, so they end up being useless or incredibly overpowered in these games. Abilities like Unburden, and moves like Dual Chop and Agility have all been reworked in such a way that you can completely break the game with them, and that's not even scratching the surface when it comes to abilities/moves. Pokemon just wasn't balanced around this gameplay style. Some moves' effects also changed upon its transition to PMD, like Attract. In the mainline games, Attract would make it so that opponents wouldn't be able to attack sometimes. However, in PMD RT and Sky, it was changed so that opponents are completely immobilized, with the former working on anyone due to the lack of a proper gender system.
You're hardly ever given any freedom when it comes to teambuilding, due to the plot-based nature of these games or questionable decisions made. In Sky, almost every new dungeon is locked to using the player/partner combo, maybe with a few plot-relevant characters, and most of the time these limitations are done for silly reasons. Super also locks player/partner in most plot-based dungeons, but takes things even further with the break system, which prevents you from using certain teammates, and can't be turned off at all. It's honestly pretty frustrating, as the mainline games' biggest selling point is that you can create and use any team you want, once you capture it.
And this is more of a problem with the later games, but PMD's recent changes have lost touch of its roguelike roots. The Rescue Team games, have factors that aren't unlike typical dungeon crawlers. New members are mortal, if they get defeated they're killed off and can't be used again, so survival is important. Item management plays a bigger role due to the inventory size. Certain dungeons autosave, too, as an anti-savescum tool. The later games cut these features.