>>46772090The key thing to remember is that Grinding does not equal difficulty. So people point out "Oh level caps." But like... all Level Caps really do is make it so if you can't beat the current fight you're on, that you need to do different grinding. Which is the same as the old grinding, but takes longer.
Time doesn't equal difficulty, and if I feel I'm wasting my time... I'll just stop playing. But yeah, focus on coverage within the realms of reason. Using Kanto as an example because why not, yeah Brock uses Rock types, having an Aerodactyl isn't a massive jump. Having an Aerodactyl with Head Smash and Brave Bird on a Rock Head build? Is. Having it with wing attack and Rock Tomb? Totally fine. Now he has a grass counter, that isn't going to completely erase a grass or fighting pokemon. What about water? Kabuto or Omanyte fill that slot well, Kabuto's Absorb won't be huge damage, but it'll check Squirtle while its weakness is neutralized.
So having a team of 3 pokemon for brock, Kabuto, Aerodactyl and then fuck it, Alolan Geodude, is a pretty balanced team, it has counters to Grass/Water while not completely obliterating them, still being weak to fighting and steel, and so long as their movesets aren't absurd you've created a challenge fitting the first gym.
Yes, you could max their IV's give them competitive sets and EV train them... but you could also just give them 6 Mewtwos and essentially achieve the same 'difficulty' which is "Go fucking grind and prepare a team for each and every encounter."
It's the same when it comes to trainer battles. Think about the route, now, you could give every trainer 6 pokemon... but why the fuck would you? That's not hard, that's "I fight a trainer, now I run back to the pokemon center." difficulty, it's just a big waste of time, with no actual cost to your resources.
FLOW is an important part of game design.