- Difficulty options. Wants individual choices for things like Trainer AI, enemy team size, enemy Pokemon quality (moves, IVs, EVs, and held items), prize earnings (or shop costs), allowing Megas/Z-Moves/Dynamaxing (you and/or enemy), and typical challenge restrictions. Add or subtract special battles like Doubles, Triples, and Rotations. Perhaps a level match option too. (As in, leveling a trainer's Pokemon to equal your current team's highest)
- EXP Halt or EXP Siphon. Prevents specific Pokemon from gaining experience with the former. Steals experience gains with the latter to give to another Pokemon. Assists with grinding up a low-leveled Pokemon without overleveling the rest.
- Randomization options. Loves a bit of randomness. Desires something official. Block Pokemon from being traded from this mode, if necessary.
- Less linearity. Accepts something as simple as "fight these three gyms in any order" or "beat eight of ten gyms". Must level the gyms appropriately, of course.
- Stronger postgame. Usually ends around level 60. Leaves plenty of room to grow. Understands why, in a sense. Designed level-up moves to that point, and no further. Could become stale with a static team and moveset. Still, why not explore individual characters more? Sort of tried this with Hop in Sword/Shield.
- More character depth. Nearly wrote "slightly more mature story" here. Feels possible to create something meaningful that both old and young can relate to. Liked Hop for this reason. Always tried to live up to Leon, along with the struggles of that path. Wants more of that (both in Hop's story and in general).
- Daily events. Refers to things like the Bug Catching Event, not daily quests. Made the world feel less static. Works with seasons too, potentially.
- More optional areas. Feel free to explore the Abandoned Power Plant...or not. Skip the traveling circus if you wish. Skate around a lake (with a partner) sometime. Chat up (and meaningfully interact with) a Pokemon Fan Club.