>>58754982>reborn-like "no ground types available before the electric gym"wormadam-sandy, marshtomp, and if you have the monoground/monoice passwords active, swinub all exist (and why wouldn't you want to use those passwords, swinub is super cute and he'll be useful throughout the entire campaign)
the electric gym is piss easy anyways due to the very generous initial level cap (20 when the first gym's mons are lv12-15) and the fact that you can just use mons that evolve early like your starter, mightyena, wormadam, most earlygame birds/bugs, etc
reborn only really becomes hard after the 13th badge and that's primarily from field effects and the occasional PULSE boss but unlike typical rebornlikes you're actually allowed to change/abuse/ignore/destroy the vast majority of fields so you're not forced to put up with cancer fields that hyperbuff an (often already strong) type and nerfs everything that counters it and things that are already weak to it anyways for good measure
not saying that all of reborn's fields are well designed/balanced but at least monotypes are doable without undue suffering
as for your actual questions
>difficultymost generally rely on fieldshit (if present) and/or autistically restricting the player's access to good mons to be hard if it's not just expecting the player to spend hours grinding
>funit depends on how well you can tolerate bad game design decisions (either from incompetence, by design, or just copying the wrong things that the official games/other hacks did), since not a lot of fangame devs really know that much about game design at all, assuming they're not participating in some autistic kaizo difficulty wank arms race
a good story can be worth trudging through poor gameplay to experience, but a bad story can't really motivate you through bad gameplay without sufficient morbid curiosity and ignorance of likely disappointment when you realize it's just the boring kind of bad and not the funny kind