>>47143957Not sure if this would translate well into gameplay, but seeing the entire route:
1 is a good point to put an item, make it better than a Potion
2 feels too empty, does the character start a the very top or closer to the satirs? I'd pick a closer starting point for a more compact feel, the route is long enough.
3 could have a higher level swimmer so the trainers aren't 100% land locked. Assuming you backtrack, this adds a layer that will open later, making the map less one note. Maybe a put a gift rod there?
4 almost guarantee an encounter after breaking the rocks, put an item there or a heal for the trainers nearby, if they carry status attacks.
Is 5 meant to be explored as soon as you enter? It's empty and the part under the bridge could have an extra block you can access, delete that or put a hidden cave in 6 like gen 4's pseudos.
7 and 8 repeat the trope of putting a trainer near a bridge, 8+9 feels crowded.
Make 10 spin often, along the bug catcher at the bottom.