>>31783834I can elucidate on that for you.
>Super TrainingWhile nice, super training was still a hassle to an extent, and unless you're going for specific spreads, SM introduced a superior mechanism in SOS's doubling ability alongside increasing the potency of Power items.
>Amie MinigamesWhile nice, it was just kinda there. Its the dream world style games in the main game and it probably didn't have too lasting of an impact on you unless you were heavily invested in amie overall.
>PSSThis was a major quality loss, but a vast majority of the time, unless you're doing a lot of P2P battling, the loss is not very noticeable.
>O-PowersAnother nice, yet ultimately minute quality of life element. while some were incredibly useful (like the egg hatching one and exp boosting one), they really didn't do much unless you were really dedicated.
>Triples and RotationsTriples and Rotations in XY were very laggy, the format didn't get enough support, and unfortunately they tended to be far too quick overall compared to doubles. Without a strong base there you also didn't have as much development of discussion over it.
>Basic pokemon dungeon design and not straight linesSM just kinda lacks dungeons overall, and there is some that is present and partially sufficient. It definitely is lacking though, but you may not have cared as much depending on how you felt XY handled dungeons themselves.
>Hordes vs SOSHordes and SOS are different beasts and are annoyances in their own ways each. Hordes were honestly kinda bad in how they limited availability of HAs and caused you to rely on the honestly subpar (but still a decent idea) Friend Safaris.
>Friend SafariAlso a nice thing, but unless you really needed it, general tedium involved with it (especially in finding the correct safaris) made it a pain given it was pretty much only there for HAs. Similar issue to Island Scan being there only for certain mons.
Then you have streamlining and other minor benefits SM bring.