>>58052835It doesn't bother me in concept, but it does bother me in its implementation. You have always controlled the trainer in battle, you selecting menu options is just the trainer telling the pokemon what moves to use or using an item on the pokemon. Pretty much the only exception to that is spinoffs like mystery dungeon or pokepark.
My issue is if the action is getting intense enough that moving to get a better vantage point or get out of the way is a good idea then the npc trainers should be doing it too. And part of this might just be me getting old, but battles don't have the same level of presentation anymore due to the camera following the player instead of the pokemon. Outside of rampaging pokemon and maybe evil team admin battles pokemon don't have a reason to target trainers so player movement shouldn't be the priority and it certainly shouldn't be mechanically necessary in a regular battle. Sure it's more interactive to let the player move around and more interactivity in a game is generally a good thing, and giving the player the camera controls makes that more intuitive, but it also puts the task of framing the action on the player without also giving them the ability to instantly cut to different angles so you lose all the cinematography. Instead of looking and feeling like you're part of it it just pulls you further away from the action. It just looks clunky and amateurish.
A better approach would be to aim more for the anime's shooting style: keep those tight, focused shots alternating with slightly wider shots to follow the action and use much wider shots between actions or to show scale, the player can still move around and occasionally get the focus but in battle the pokemon are doing all the cool stuff so they should be the primary subject. Default battle camera behavior should be the anime-like dynamic mode we see in the stadium games with a player focus button you can hold when you need to see where you're going while moving.