There are 2 suggestions in this post for consideration:
1. Switch training exp numbers:
After performing several tests to verify numbers, Killing a level 31 tentacool with a level 51 persion without switching to another pokemon granted 5310 exp. However, killing a level 31 tentacool with a level 5 seedot as the opening pokemon and switching to the level 51 persian to kill the aforementioned tentacool granted 227 exp to seedot and 2236 exp to persian for a total of 2463 exp meaning that 2847 exp (well over half) was lost using this method. The difficulty of the enemy was not decreased. The only difference was the method used to defeat it. As such the total experience from defeating said foe should remain the same. Placing a limitation as to how much exp is granted to the party switched out (eg. 10%) while leaving the party that did the actual fighting to gain the remaining exp would make far greater sense and wouldnt punish players who without having first defeated kanto and gained the focus sash, would actually have a viable method to train weaker pokemon, and still retain the more grindy nature of pro. The current exp system also punishes performing a switch to a pokemon of a better type advantage, which is a tactical and sometimes risky decision.
2. "Out of Battle" usable moves:
While it is understandable for moves such as Fly and Dig to have been nerfed in order for other gameplay mechanics to shine (eg. subway) and push the grindiness agenda of the game, the descriptions of such moves should be edited to not say that they have a use to which they are not actually privvy, also i would like to mention that the move sweet scent which only acts as a lure when the player is in an encounterable area does not function as the description implies. However, I would suggest that sweet scent be made to work as the description entails similarly to fishing.
Thank you for your time and consideration in reading this post.
ReVe ZePHoS