>>455306171. Optional following pokemon, with a large select group of pokemon that you can ride outside of cities. Some have the effect of HMs, for example riding water pokemon can obviously be used to traverse water, and riding tall pokemon can get you up to tall ledges which have nice items or grassy areas with some different pokemon available.
2. Battle facilities spread throughout the region (NOT just postgame) that exist to teach new players the ropes. Facilities that test type advantages, move combinations, the benefits of held items, and so on. These are not meant to be epic matches like the battle tower, but controlled environments where players get points for using certain moves, items, etc. correctly. Think Earl's Academy from Stadium 2. Of course, the postgame should still have the challenging facilities we all know. There are so many mechanics to use in pokemon, and the campaign does not teach you about any of them. Any player going from the main story to online battles is nowhere near prepared and has no recourse except for online resources made by other people, because the developer is too lazy to bother.
3. EVs are blank and can be distributed as you like.
4. The pokedex gives a basic look at a pokemon's base statspread, even using something like a 1-10 rating. This way you can see what pokemon's strengths are and how they compare to each other. It also shows how many abilities a pokemon has, but are "greyed-out" until you discover them yourself or see them used in battle by another player. The pokedex should also list the weaknesses for every pokemon. The pokedex should actually be useful beyond bits of lore.
5. IVs can be maxed out without getting to level 100, and there are items that can lower IVs as well.
6. If GF wants to simplify exploration for the main story, then fine, but add OPTIONAL dungeons and more complex routes that reward players with rarer pokemon and items for those that like to explore
just some off the top of my head