>>41234594> What makes a good Route?imo the following;
(1) Natural flow between locations that appears to not be blatantly fantastical (e.g. hot badlands in Route 8-South of Galar immediately turn into snowy hills of Route 8-North)
(2) A sizeable Route with twists, turns, dead-ends and secrets, doesn't necessarily need to be some crazy maze of walkways like a dungeon might be but just something to make it not feel like a corridor
(3) Synergy between the Route's Pokemon and its design, Route you've presented is actually a good example, the Pokemon found on the Route aren't exactly anything special but they make sense in context, Watchog likely can peer over the high grass while quadrupedal Pokemon like Deerling and Zebstrika would likely need to move through it more cautiously, Emolga might ambush others within the high grass and the numerous trees compliment this given its flying squirrel basis.
(4) Lots of trainers, there should be a good amount of trainers (4-12) on the critical path, some which can be avoided (excellent example of this is Route 35 in Johto), then there should be some trainers on side paths or in side areas for players to completely optionally battle at their own volition rewarding the player with experience and perhaps seeing a Pokemon that is rare or an evolved form early.
(5) Sensible Items, credit where it's due Galar does actually do this quite a lot, what I mean is the items found on the Route should make sense to be there, say you're going through some old ruins, it would be reasonable that you might find stone-based items like the Everstone or Smooth Rock, contrast with going through a bug-infested forest you could find the Shed Shell.
(6) A reason to return to the Route later on, whether that's some sort of HM-esque impasse or a long side path that perhaps has some particularly tricky Pokemon to deal with, something should be on most Routes that makes the player think, there is something I could get if I go back to that Route.