>>51869888>>agile/strong style sounds deep on the surface, but in reality you just pick agile if it gets you an extra turn and strong otherwiseStrong can delay your turns and uses more PP, that needs to be taken into account too especially if you don't want to return to a camp. PLA was the first game in a long time where I actually needed to think about conserving PP. But yeah, on an individual battle it's a pretty shallow system.
I don't think sending slower pokémon is a death sentence as long as they're bulky enough and not at a type disadvantage. Wild Pokémon being able to waste turns also helps balance that out in my opinion.
Now, I agree with you about the lack of abilities. The fact the game kept some abilities did make me think it was just doing the groundwork to do away with some of the more annoying legacy code after swapping engines, but whether or not that is true will depend on how SV handles them.
I had a lot more issues with the changes when I heard about them than when I actually played the game though. I guess bottom line I don't mind a different battle system all that much. I didn't find it boring or anything, like I said I found several elements of it to fit the game's open area design well.
Lack of held items is the only thing I really find inexcusable. I guess they did it to put more emphasis on the styles, since they don't affect the flow of battle that much? Or maybe since there's so few trainer battles they thought it would give the player too much of an advantage. Eh, either way sure would have liked to have held items in the game.