>>47397259More movement in the idles generally- it's a noticeable difference between idles of the n64-PBR era and the 3DS onward era. Having mostly static idles with the occasional animation just isn't as visually interesting as constant animation.
Also,
>>47397335.
Stop using the Sugimori artwork for a color palette since it makes the colors washed out.
Give pokemon a damage animation like we have now and a constant damage animation that loops. It will make some longer animations look less janky. A lot of the fainting animations aren't really as eye catching, either, even if they're faster than the stadium-PBR era ones.
Make more use of free camera, such as pokemon like sobble and kecleon disappearing when your character looks at them but not the camera, as well as using camera angles to hide items or easter eggs sort of like how older games used the stationary camera to hide stuff behind buildings.
Some animations for certain effects such as how most pokemon have a sleep animation in amie/refresh but just close their eyes in battle. Possibly some exhaustion animation that's multi-purpose like low health, poison, paralysis, etc.(e.g. paper mario).
Some sort of middle ground between contact attacks not physically touching the target and PBR's other extreme of involved(and often awkward) walking up to the opponent before starting to attack. The Close Combat from Gallade that we saw in the Legends Arceus trailer seems like an okay compromise.
General graphical improvements.
>>47397344This one's especially unlikely. GF prioritizes players making their own stories for their pokemon. It's why they make the player characters have little story or personality and recycle the mom shtick. They want you to self-insert as your trainer(especially in light of character customization) and make personalities for your pokemon irrespective of mechanics like natures and traits. The closest they've come to this is giving certain pokemon Cubone syndrome in their dex entries.