The plot can either make or break a game, just as much as graphics or special features.
1) As a suggestion, authors often use words with a..................less mundane connotation than "item" to describe objects of great power. this is done to increase the prestige and mystique of the said objects. When I read the term "crimson items", I didn't really get that sense of wonder and fascination that I would associate with powerful objects. I personally would replace the term "item" with a a roughly equivalent term of greater sophistication. As suggestion would be something like terms like relics, instruments, keys, etc.
2) When you told the king about the plans of the evil team, i expected him to a least take some sort of precautions instead of just sitting there and waiting for you to save he day. It seems implausible that a good leader would not, upon being told that some criminals were after some powerful artifacts and knew where they were, beef up security around those items our better yet, have them moved.
3) back to the king, im not sure if it was by design, but he is one of the weakest, most indecisive leaders ive ever seen. What king of ruler lives n a sea-side capitol and doesnt keep around several boats and pokemon capable of using surf? And why pin your hopes on the MC (an admittedly tested but relatively green trainer) when you, the ruler of a country, have vast resources and presumably veteran trainers?
4) the routes are painfully long despite the nurse joys/equivalents and all trainers are strategically positioned to be unavoidable. sometimes im half dead and i dont want to battle u right now