>>50681171Personally, I adore the concept. It just needs more support and more distribution. I had actually done the math the other day because I was having a conversation with a friend.
Using >smogon as a reference, out of 48 megas, only 9 of them were deemed "problematic." I say problematic as in they were banned out of the normal tiers. 2 of which were already uber, being mew two, rayquza made AG, kangaskhan and gengar were banned for their abilities they'd recieve, salamence and metagross already being strong pseudo-legendaries getting a power boost, and lucario and blaziken having the mix of just being boosted sweepers.
In terms of "gimmicks," I found this to be a good gimmick compared to z-moves and dynamax. The megas felt like an anchor for the team that expanded the usage of various pokemon, most of them being pokemon that otherwise wouldn't have been used at all or for their particular role. The problem with z-moves and dynamax is that they're blanket applications of trying to "fix" things and it just doesn't work.
For z-moves, you either get a 1 turn nuke or a 1 turn super buff depending on how you used it, and since it could be applied to any pokemon, it just made it harder to guess which one had it.
With dynamax, it jus exacerbated what z-moves were and made them less strategic. Potentially 3 turn nukes with only a few typings being actually useful for strategy, the ones broadly applied are Max Airstream for speed and Max Knuckle for attack boosting as examples. I'd say the ones that were kind of interesting were ones that could set up weather or terrains especially, but it just exacerbated the problem of "you're gonna get one shot lmao."
I just find the last two gimmicks to be annoying and uncompetitive mechanics to fight against, while with megas, you were still reduced to the one slot, but it was far easier to guess what it could be.