>mon variety is nice
>Every route has new mons
>level curve isn't terrible
>Very easy to build a team that will clear the game, regardless of what you use
But also
>Every route's design, even if the idea is unique, is just a corridor full of trainers to battle. This can make every route feel like a slog, while also being completely necessary to keep up on the level curve
>The above also makes the Sevii Isles almost unbearable - your players just presumably cleared cycling road and/or the right route path to Fuchsia, plus 1-2 large water routes, and you give them some filler areas that offer neither a gameplay reason to go there (the number of trainers is negligible, even with the Ember Path), nor a way to skip it if you mistakenly get on the boat (whoops, now you gotta do every single side quest if you want to get back to the game!). And the last 4 islands are a weak as fuck post game
>Dex pre-national is strong, dex post-national is garbage. Johto mons were basically inaccessible in gen 3, and even leading into gen 4 before the remakes. If you wanted a mareep, or god forbid ANY of the mons in that one cave, you were SOL (oh and every Johto mon was locked to post-e4 in a game with NOTHING TO DO after the E4, making it just a catch-em-all with little else to offer)
I like these games, but they struggle. I don't understand the "they're so ugly ;.;" Fags though, I've seen that one a lot - has some e-celeb said that recently or something? Gen 3 looked fine imo.