It's not meant to be
easier as in easier to learn, it's meant to be more logical. You don't have to be experienced to enjoy its features though. You don't have to type that out if you don't want to. It accepts numbers too. It's just better if you forget what you used flag 0x828 for. In the same way we use variable names in programming languages, you can now assign names to flags and the like. Yes, you could write this down. Yes, you could define the name, but that's an extra step that is actually unnecessary.
This also has default parameters, it loads names from the ROM, custom functions, etc. It's also more readable, in my opinion. Additionally, the tool will have many more features than XSE ever had, including some (really basic) things it should have had, such as syntax highlighting, cross-platform support, etc.
As for your example, I've made a really simple one:
Here is the XSE script:
Here is the Subscript code:
74 lines for XSE, v.s. the 21 lines of Subscript. That's more than three times as short. Bear in mind that this example probably won't compile; I haven't added giveegg to Subscript yet. Also notice that the final "end" is implied - you only need it to prematurely terminate a script.
Also notice that XSE requires those useless 0s after givepokemon. Subscript automatically assumes you want to give away Pokemon at level 5 without an item. If you want to change that, then only will you need the extra parameters. Also, notice how Subscript automatically looks up the Pokemon and item (and more) names from the tables in the ROM. If you change what your Pokemon are called, you can use that name within Subscript. If you have an ambiguous case, you can always use a number instead (givepokemon(1)).
Subscript significantly lowers the amount of time it takes to create a script with many sections, gotos and jumps. Bear in mind that I left out flag checking (to ensure the event only happens once), etc. The more checks you do, the more time you save by using Subscript: it keeps track of all the sections for you.
Here is the compiled subscript script. It looks almost identical to the XSE one. I had to comment out the giveegg function, but the rest worked.