>>41876697>tell me, are there 24 different move types to cover?Unless you're playing with battle Switch on, yes, you need extra coverage, otherwise you waste your HP on switchins during the later fights.
>But if you overlevel then you don't struggle with the later fights in the gameI shouldn't NEED to waste time for to compensate for some artificial limitation. That's objectively bad design.
>Do you honestly need buffs and support moves in the piss-easy story mode?Should I have to give up that option? What you're really arguing for now is that in-game story mons only use a handful of save core coverage moves and overlevel everything else. That's actively removing depth from the game for something that adds nothing to it.
>You seriously can't give up a few spots for some moves that enable puzzlesAh, yes, who can forget the absolute brain twister of "use Flash in Rock Tunnel" or "Use Cut to get into Lt Surge's gym." Or, how about "Use this very specific rock/water climbing move to cross over this designated raised platform you can see a TM on." Wow, really jogging the noggin there, and not at all just putting in artificial padding.
>reward you for exploration, or just let you proceed to new places?There's no reason why this should be tied to what moves you're choosing to bring onto a Pokemon whenever something like S/M's pager system does the exact same thing without sacrificing an unrelated resource. Your retarded logic is pretty much the broken window fallacy.
Let's take your argument and apply it to another resource: money. Hypothetically you should never run out of money in the game unless you deliberately try to. Now imagine that instead of using a move to cross a waterfall, you pay $500 in-game dollars. What does this add to the game? Nothing.