>>38563220All of these except Hugh are functionally redundant to the Tower as far as I can tell. Not sure what you mean with "traditional gauntlet" for Blue (the Tower is the "traditional" facility, but you've covered it separately with Barry), so I might be misunderstanding, but at the least, the idea of a dedicated Doubles facility is redundant to every other Generation where that's a mode of the Tower, and the idea of a facility dedicated to specific strategies is inferior to the facilities we already have, which pull from a wide range of options and include gimmicky strategies and more.
Ideally, we have one that's a Battle Tower, and then the other facilities add some mechanic *between* fights, and the result impacts your team or the style of the battle in such a way that can put you at an advantage and/or a disadvantage.
For example, the Battle Factory adds mechanics that let you alter your team and learn more about your opponent (putting you at a relative advantage compared to the Tower) while depriving you of the Pokémon you're used to using (putting you at a relative disadvantage compared to the Tower).
Similarly, the Castle's between-battle mechanics are dedicated to healing your team (disadvantage: no free healing like the Tower, items are temporary and have to be bought, et cetera; advantage: the currency you build up can also be used to learn information about your opponent and eventually even skip battles), the Pyramid's mechanics give the facility a dungeon crawling theme (disadvantage: no free healing, have to deal with a maze with wild Pokémon, no explicit cap on the number of Trainers; advantage: you can get items and control which Trainers you fight, and each Trainer has fewer Pokémon), the Pike and Arcade manifest "luck" in different ways (what these two have in common: they have just one central mechanic with a variety of different outcomes, some favorable and some not, rather than different mechanics for and against the player)...
And so on.