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Regarding adding moves to PKMN, I believe I would need suggestions of what level would they learn it. I am not good at that field though...
Increasing the stats of both Rock Smash and Flash is a good idea.
I'll do just that then. :3
The Double Teaming, yeah, I suppose I overused that move on a lot of battles. I will try and change them though when I can get the time. :3
And oh, I ain't good at giving movesets to PKMN, even to my custom ones, so yeah. =/
My suggestion would be to look at the moves that Pokemon learn upon leveling up in Gen V that you do not have in this hack and just replace those with moves that you do have, if you want to take the easiest route to adding new attacks. Take for example Scizor...
https://bulbapedia.bulbagarden.net/wiki/Scizor_(Pokémon)
It has a few moves it learns upon leveling up that are not in this hack. I mentioned that Steel Wing should be added to Scizor, so looking at that list, Scizor learns X-Scissor at level 41. Therefore, you could make him learn Steel Wing at level 41, as an example.
When deciding you should also consider just how effective a particular move you want to add would be on the Pokemon. Would it break the difficulty of the game it would likely be obtained at? Should this move be given to this Pokemon early on because it needs this particular move in order to be viable at whatever role it fills on the team? Should it be taught at later levels because it is particularly deadly in that pokemon's hands? How well would this move work considering the pokemon's good base stats and its ability (for example, I suggested Rain Dance on Kingdra because of its ability, Swift Swim. Not only does Rain Dance give Kingdra an extra 50% speed because of its ability, but also gives Kingdra an additional 50% boost to its stats to make surf particularly powerful.).
As for move sets, again, like with teaching pokemon new moves, consider the pokemons stats, its ability, and its typing. Is this a Pokemon with high defense or contains a typing that lets it resist a lot of attack types, but not a whole lot of attack? Then make it a defensive Pokemon whose goal is to stall with moves that make it even harder to kill, or moves that don't depend on its base attack and special attack stats like Toxic, Double Team, Rest, Seismic Toss and further defense increasing moves. Is it a pokemon with a ton of attack power, but not a whole lot of defense? Then give it a variety of moves in different types that can help it inflict super effective damage to as many types as possible, as well as some support moves like Dragon Dance to help it sweep a team more efficiently. You should also take note of low stats and how certain moves may work well with them. For example, on a really slow pokemon, curse would be a pretty good move to use as it increases attack and defense but lowers speed (which won't matter as the slow pokemon would already be going second in most cases). For pokemon with low defense, moves like Counter and Mirror Coat would be great as the amount of damage they inflict upon the opposing pokemon depends on how much damage they received, and with low defense and special defense, those moves are guaranteed to inflict a respectable amount of damage on the foe. Of course, low stats also mean you should avoid giving pokemon certain moves as well. For example, don't give Sneasel an Ice type move, even though it is an ice-type, as it would do damage based off of its horrible special attack stat.
If you are going to give pokemon really powerful moves that have drawbacks, then consider how those drawbacks can be overcome via other moves or by the pokemon's ability. For example, Solar Beam requires two turns in order to use, but can be made to be used in just one turn by the use of Sunny Day. Charizard would be great with this combo as Sunny Day allows him to overcome the weakness of Solar Beam, it attacks off of his high Special Attack stat, and hits enemies super effectively that would try to counter him (namely water, ground, and rock type pokemon). If you give a pokemon an attack like Double-Edge that causes recoil damage, then consider giving it moves to recover its HP, like Leech Seed or Milk Drink, or an item like Leftovers. Belly Drum is another move that can leave a Pokemon in a vulnerable position, taking off half of its max HP. How to get around this? How about using rest to recover all of your HP, then having a Chesto Berry equipped to immediately take care of the two-turn sleep requirement that rest has? Considering what pokemon your opponent might try and counter you with is another good strategy (and in the example of Charizard earlier, a grass type move to counter rock, ground, and water types).
Those are just a few ideas that immediately spring to my mind, but a lot of the really fun strategies can't be used because the AI is too stupid. Like I said earlier, smogon.com is a competitive battling community that has a list of suggested movesets for every Pokemon in every generation. So if you are having trouble coming up with new movesets, I would suggest checking their website out.
EDIT: You could also try talking to DarkRisingGirl on this site, as she was apparently into competitive battling for a little while and is active.