>>17334120-Region's climate is more inclusive and not a clusterfuck like Kalos and to a lesser extent Unova were, and Pokemon distribution reflects this.
-Expanded backtracking, with some routes only accessible via HM and some don't open up until postgame.
-Speaking of HMs, only 3 of them this time around. Fly, Surf, Waterfall. Some prior HM moves are now TMs with field effects [e.g. Strength, Rock Climb], some permanent in the overworld like the Strenght boulders. Others become utility items like hedge clippers, flashlight, oxy tank for diving.
-Legendaries aren't just up and handed to you. Puzzles with varying degrees of convolution, dungeons, no forced catching. The legendary pokemon will probably have plot relevence, but it actively refuses to be captured by you when you encounter it in the story and runs off to wherever after the climax.
-trainers team size fluctuate throughout the game. So you could have a route where some trainers have 2 higher levelled mons and some trainers with 4 averagely levelled mons for the area and such. Gym leaders are similar, one may have two pokemon, one may have three, 7th and 8th gyms might have 5 or more.
-Elite 4 all have 6 Pokemon, but those 6 depend on the difficulty.
-Some gyms and elite 4 members are temed rather than typed. So one gym might be run by an archaeologist, so the gym wouldn't be just rock types but various ancient pokemon like Sigilyph, Claydol, fossils, Lunatone, Torkoal, etc.
>Other assorted things-If there's a big city like Lumiose, the player can acquire a map specific to that area noting the attractions and such.
-Game Corner returns more like an arcade with minigames separate from the Amie ones to earn coins/tickets/whatever. Pokemon are once again offered as prizes.
-Hoenn style Secret Bases with the data transferred via Streetpass. If you're with a bunch of friends locally you can do a sinnoh-esque CTF but in lieu of traps the game spans the whole region of possible secret base locations.