>>48830676Decreases grinding times and allows you to experiment with anyone you catch without having to stop the game flow to grind them up to par with the rest of the team.
Almost any jrpg party-based with no limited exp amounts (for example Fire Emblem, if you wanna count it as a jrpg) awards exp to the whole party for the sole reason that having to fight random enemies just for the sake of stats is boring.
Of course you don't need to grande if you want to play from beginning to end with ONE team and call it a day but ifnyou either want to have more than 6 mons because y'know, you like the mons and you want to play with them, plus when you hit post game and wanna do... whatever you wanna do to keep playing the game... then having the party exp share becomes a big commodity.
If you just build the game around it and consider what level the average player's team will be with the exp share and base the difficulty level around that, you have nothing to lose and everything to gain.
I can ask you the same question in reverse: what purpose does NOT having the exp share have? Assuming the games were competent enough to handle its presence or lack thereof without turning piss easy.