Anyway, dual-type attacks could well change the game quite a lot, especially those with as much power as you've given some of these. At present the only dual-typed move, Flying Press, is such that no pokemon currently in the game is more that double-weak or double-resistant to it, but when you start going into more dual-type attacks you may start to get things that take as much as 16 times or as little as 1/16th damage (like, for example, a Rock/Ice type taking 16x damage from a Fighting/Steel attack, or a Poison/Flying type taking 1/16th damage from a Grass/Bug attack). That could make certain moves excellent to threaten specific pokemon out). Just for kicks, I'm gonna do a type chart to see just how effective these attacks would be...
Code:
|Nor|Fir|Wat|Ele|Gra|Ice|Fig|Poi|Gro|Fly|Psy|Bug|Roc|Gho|Dra|Dar|Ste|Fai
[s] | | | | | | | | | | | | | | | | | | [/s]
Poi/Fir | |1/2|1/2| |4x |2x | |1/2|1/2| | |2x |1/4|1/2|1/2| |Nul|2x
[s] | | | | | | | | | | | | | | | | | | [/s]
Gra/Roc | | |2x | |1/2|2x |1/2|1/2| | | | |2x | |1/2| |1/2|
[s] | | | | | | | | | | | | | | | | | | [/s]
Ice/Fly | |1/2|1/2|1/2|4x |1/2|2x | |2x |2x | |2x |1/2| |2x | |1/4|
[s] | | | | | | | | | | | | | | | | | | [/s]
Psy/Ice | |1/2|1/2| |2x |1/2|2x |2x |2x |2x |1/2| | | |2x |Nul|1/4|
[s] | | | | | | | | | | | | | | | | | | [/s]
Fir/Dar | |1/2|1/2| |2x |2x |1/2| | | |2x |2x |1/2|2x |1/2|1/2|2x |1/2
So, for example, Fire Dart would deal 8 times damage against Grass/Ice and Grass/Bug types, since you're combining double-weakness from the Grass side with regular weakness from the Ice or Bug side. Since a large number of single types are weak to Chilly Gust and Grass is double-weak to it, that makes that particular move even more dangerous; it's going to deal 8x damage to Grass/Fighting, Grass/Poison, Grass/Ground, Grass/Bug, and Grass/Dragon, as well as 4x damage to pure Grass, Fighting/Ground, Fighting/Poison, Fighting/Bug, Fighting/Dragon, Poison/Ground, Poison/Bug, Poison/Dragon, Ground/Bug, Ground/Dragon, and Bug/Dragon, so even barring the types that don't yet exist in the game (Grass/Dragon, Fighting/Ground, Fighting/Dragon, and Bug/Dragon), you're hitting a huge host of pokemon for incredible damage. However, pretty much any combination with Steel is going to resist it aside from Grass/Steel, and several combinations are going to resist it (1/8 taken by Fire/Steel, Water/Steel, Electric/Steel, Ice/Steel, and Rock/Steel; 1/4 taken by pure Steel, Fire/Water, Fire/Electric, Fire/Ice, Fire/Rock, Water/Electric, Water/Ice, Water/Rock, Electric/Ice, Electric/Rock, and Ice/Rock; 1/2 taken by pure Fire, pure Water, pure Electric, pure Ice, pure Rock, Normal/Fire, Normal/Water, Normal/Electric, Normal/Ice, Normal/Rock, Fire/Poison, Fire/Psychic, Fire/Ghost, Fire/Dark, Fire/Fairy, Water/Poison, Water/Psychic, Water/Ghost, Water/Dark, Water/Fairy, Electric/Poison, Electric/Psychic, Electric/Ghost, Electric/Dark, Electric/Fairy, Ice/Poison, Ice/Psychic, Ice/Ghost, Ice/Dark, Ice/Fairy, Fighting/Steel, Poison/Rock, Ground/Steel, Flying/Steel, Psychic/Rock, Bug/Steel, Rock/Ghost, Rock/Dark, Rock/Fairy, and Dragon/Steel). Which... is a lot. Basically, it makes this a situational attack that works amazingly on several pokemon, but is worth little otherwise.
And unfortunately, a lot of type combos have potential to end up that way. I think that's probably the main reason GF has avoided dual-typed moves for so long; if we had a pokemon that could learn, say, a Rock/Electric type move, it'd very likely be brought in as a potential counter to Charizard and Talonflame. And you can also see that all of those pokemon that can learn Dark Inferno would become powerful checks to Aegislash, which takes 4x damage from it, despite not normally taking 4x damage from anything in the game.