>>49318781If held items returned,
>Life Orb, Choice Band, Choice SpecsDamage amplifiers compensated via Strong Style. Between STAB and super-effectiveness, held items could mitigate the damage reduction from Agile Style even further or make Strong Style hit for too much damage.
>Choice ScarfSpeed priority compensated via Agile Style and the new Action Order timeline. Either style doubles PP use which is more resource management towards the exploration > heal + report Pokedex progress > exploration loop.
>Light Clay, Damp/Smooth/Icy/Heat RocksBuff turn extenders that'll give you more leeway with the Action Order and having to engage with it and turn delay less.
>Weakness Policy, Eviolite, Assault VestFree buffs when you could be setting up (with Agile Style) instead.
>Leftovers, Focus Sash, super effective damage reducing berriesFree survival that diminishes the value of type matchups and Potions/Revives in your bag, with the whole material crafting and losing held items upon fainting resulting in stricter resource management on top of Style PP.
3 (Weakness Policy, Focus Sash, berries) of those are single-use which would make acquiring/using them a pain in the ass, and they expanded on turn order, resource management, and non-linear progression instead. It's not just about the battles with or without abilities/held items due to the new approach to exploration, an indefinite risk/reward outing to complete MMO research tasks, than traditional routes/dungeons, which you would steamroll from point A to B and not really consider backtracking to a Pokemon Center to heal.