1 - All Pokémon available in one game:
Oh boy, here we go.
1. Make everything available. I get that Pokemon is supposed to be a social thing, but it's a single-player experience, first and foremost. Not all of us have friends to play with, have access to local stores, or even a stable internet connection. We might live in an advanced communication age compared to the 90s, but still, not everyone has these things. Distribution of event Pokemon is frustrating and the timed aspects make the games irrelevant in the future, and I don't see why these things can't just be available in the game. Similarly, version exclusivity is a cheap and irritating game mechanic with no practical purpose other than to generate sales. The game would still sell millions without two versions. Let's see the Mystery Dungeon habit of including everything put into the mothership titles.
This,
so much. One game should be all it takes to "catch them all"; it's irritating to have a videogame in which you can never "truly" beat the game unless you undergo unfeasible maneuvers (999 hours and 59 minutes of playtime in
Pokemon Emerald and I was fortunate to have access to
Pokemon Ruby and
Pokemon Sapphire to complete the Hoenn Pokedex; it would have been very disheartening otherwise to invest all of that time for no Pokedex completion), like tracking down videogames and accessories that have long since gone out of print... Event Pokemon are even worse, particularly being available on the whim of external sources, and being unobtainable in-game should one's save file happen to become corrupted (such as accidental cartridge jostling during a saving process, or other freak scenarios). I would rather have all Pokemon available at once instead of building up "marketing/release hype" for a Pokemon that I likely will be unable to see other than those promotional pamphlets in
Pokemon videogame packaging long after the pertinent event itself has passed.. Also, one shouldn't be deprived of accessing certain Pokemon simply because of when they were born and/or when they became a
Pokemon game player.
I'm even willing to compromise to an extent for the principle version-exclusiveness. For example, in
Pokemon Sapphire, instead of just making Solrock completely unavailable in the wild, one could give Solrock a Chimecho-esque rarity (or, preferably, something like Minun-esque rarity in
Pokemon Sapphire) to simulate "version-exclusivity" while still maintaining access, or make the player go through a series of tough Pokemon battles/feats in order to unlock a secret area that includes "version-exclusive Pokemon" such as Solrock (including the version mascot Pokemon, especially since
Pokemon Gold and Silver allowed both paired mascots to be obtainable in one game without qualms).
2 - Accessibility, nullification, or elimination of the Individual Values (IVs):
It's bad enough having to go through hoops just to catch certain Pokemon, but being at a disadvantage just for not having favorable (pseudo-)random-number-generation ((P)RNG) in a metagame where 31 individual values (IV) are generally preferred is just un-fun -
Pokemon has enough luck-based/random elements during battle as it is. I get that the system mimics the "genetics" of real-life, but given the liberties that
Pokemon already takes with reality, simulating genetics could easily be eschewed or replaced with something that doesn't affect gameplay (such as flavor text heights and weights). Aside from "maxing at 31 IVs", IVs seem to only be used for optimizing Trick Room teams (low Speed), letting Special Attacking Pokemon reduce suffered self-inflicted-confusion damage, and adjusting what Hidden Power type is utilized.
The IV system should be improved in one of a number of ways:
-make all Pokemon capable of changing their inherent IVs, likely through a reasonably-obtainable permanent Key Item or some random non-playable character (NPC). You don't even have to explicitly reference IVs; just make them alterable in an easy, straightforward, subtle manner. If we can fuse Pokemon with "DNA Splicers", why can't biotechnology be developed to modify the statistical capabilities of Pokemon? With this system, Hidden Power and Trick Room usages of IVs can still be maintained.
-make breeding for individual values easier (such as providing a Desert-Underpass-esque area that is full of Ditto that have 31 IVs in all statistics, instead of players constantly having to rely on favorable RNG and/or hacked "Breeding Ditto" - this way, people can still invest reasonable/decent effort towards achieving a target Pokemon)
-completely nullify IVs in purely-competitive settings (in Battle Frontier-esque facilities and within local and Wi-Fi multiplayer settings), but maintain them in general gameplay.
-just remove IVs completely and make Hidden Power reliant on something else (such as an NPC's talents).
3 - Revamping of the Hidden Machine (HM) system.
The only way to fully resolve the problem is to make all HMs usable without forcing players to have certain Pokemon on their respective teams. As a result, either make all of the HMs (except maybe Fly, which might still require a party Pokemon) attributed to some type of Key Item, or (my preferred choice) go the
Pokemon Ranger route and allow the player to temporarily call upon a (either nearby or emerging-from-Hammerspace) Pokemon for Hidden Machine assistance (we've suspended disbelief for a lot more than Pokemon simply popping out of nowhere...if Charizard can survive underwater with no ill effects, we should have no problem with this implementation).
4 - Challenge Mode and Gym Leader rematches.
There is no excuse not to re-trigger Gym Leader battles in the post-game; even
Pokemon Emerald manages to do it with enhanced Pokemon levels. Also, Challenge Mode needs to be usable
before starting a new game. Also, I feel that more Gym Leaders, Elite Four members, villainous team leaders, and Champions should use more viable moves as well as items for their party Pokemon.
5 - Battle Tower and Battle Factory (or Battle Frontier)
A Battle Frontier is preferred (especially in Hoenn), but if that can't be achieved, at least provide a decent post-game battling facility for
some challenge - the Battle Tower for standard tough battles, and the Battle Factory for party Pokemon randomization.
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6 - Convert/supplant the core series to a Massively-Multiplayer-Online Role-Playing-Game (MMORPG)
Mostly, I am envisioning this set-up from a
RuneScape perspective; supplanting handheld series releases would help to keep the series on Nintendo handhelds as well as provide a secondary option for individuals without reliable Internet access. I feel like this change would fix a lot of the problems that
Pokemon has - mainly, the nonsensical removal of features, as Game Freak wouldn't fall prey to "time constraints" so much due to having to redo lots of videogame elements from scratch. Additionally, this change could help with the "accessing more than 1 region" issue - to help in leveling issues, either scale over-leveled party Pokemon from other regions to a pre-designated level limit (possibly with Badge stages/limits/checkpoints), or prevent extra-region Pokemon from being accessible in a given region until the main storyline of a given region is completed..