A rundown of XP across the generations is as follows:
Gen 1: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Every pokemon that battles gets a portion of the XP. The XP Share gives a portion of the XP to the party pokemon as well.
Gen 2-4: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Every pokemon that battles gets a portion of the XP. The XP Share gives a portion of XP to the pokemon that holds the XP Share.
Gen 5: Wild pokemon give a certain amount of XP modified by the level of the pokemon that receive the XP (the higher the player's pokemon, the lower the XP that pokemon receives). Every pokemon that battles gets a portion of the XP. The XP Share gives pokemon that holds the EXP Share a portion of the XP as well.
Gen 6: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Any pokemon that battles receives the full XP awarded by the pokemon. When the XP Share is turned on any party pokemon receive half of the full XP value.
Gen 7: Wild pokemon give a certain amount of XP modified by the level of the pokemon that receive the XP (the higher the player's pokemon, the lower the XP that pokemon receives). Any pokemon that battles receives the full XP awarded by the pokemon (after being modified by level). When the XP Share is turned on any party pokemon receive half of the full XP value.
Let's Go: Equal XP regardless of whether or not a pokemon battles.
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I'm actually completely okay with the Let's Go model (where all pokemon get the same amount of XP regardless of whether they battle). It means that you use the pokemon that are best suited to the situation rather than a poorly fitting pokemon just because your trying to keep your team at an even level. However Game Freak really needs to make sure that the level of wild pokemon and trainer pokemon takes into account the increased amount of XP granted and they make sure that the curve is suitably high. In Ultra Sun they completely failed to do that (IMO) until you got right to the end at which point there was a dramatic increase. The best game I've ever played is HeartGold which seems to get the curve perfectly right (at least for pokemon trainers and gym battles).
Whether it's a flat amount or scaling amount based on level is a "meh" issue for me. I don't really have a care in that fight. I'm not a fan of grinding so it doesn't really affect me.
Gen 1: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Every pokemon that battles gets a portion of the XP. The XP Share gives a portion of the XP to the party pokemon as well.
Gen 2-4: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Every pokemon that battles gets a portion of the XP. The XP Share gives a portion of XP to the pokemon that holds the XP Share.
Gen 5: Wild pokemon give a certain amount of XP modified by the level of the pokemon that receive the XP (the higher the player's pokemon, the lower the XP that pokemon receives). Every pokemon that battles gets a portion of the XP. The XP Share gives pokemon that holds the EXP Share a portion of the XP as well.
Gen 6: Wild pokemon give a certain amount of XP regardless of the player's pokemon. Any pokemon that battles receives the full XP awarded by the pokemon. When the XP Share is turned on any party pokemon receive half of the full XP value.
Gen 7: Wild pokemon give a certain amount of XP modified by the level of the pokemon that receive the XP (the higher the player's pokemon, the lower the XP that pokemon receives). Any pokemon that battles receives the full XP awarded by the pokemon (after being modified by level). When the XP Share is turned on any party pokemon receive half of the full XP value.
Let's Go: Equal XP regardless of whether or not a pokemon battles.
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I'm actually completely okay with the Let's Go model (where all pokemon get the same amount of XP regardless of whether they battle). It means that you use the pokemon that are best suited to the situation rather than a poorly fitting pokemon just because your trying to keep your team at an even level. However Game Freak really needs to make sure that the level of wild pokemon and trainer pokemon takes into account the increased amount of XP granted and they make sure that the curve is suitably high. In Ultra Sun they completely failed to do that (IMO) until you got right to the end at which point there was a dramatic increase. The best game I've ever played is HeartGold which seems to get the curve perfectly right (at least for pokemon trainers and gym battles).
Whether it's a flat amount or scaling amount based on level is a "meh" issue for me. I don't really have a care in that fight. I'm not a fan of grinding so it doesn't really affect me.