The four move limit needs to stay in place, imo, but there should be an extra spot for a field move (so HMs like Cut and Rock Smash) don't take up a move slot with their utter uselessness.
When I first read this thread's name, I thought you were talking about the number of moves in general. On that topic, I would love an increased number of moves total.
Bug: Strongest move is Megahorn with questionable accuracy. After that the next strongest is Bug Buzz at 90 (and Attack Order, but only Vespiquen can learn it)
Dark: A stronger move is really necessary here, especially after they got nuked with the Fairy type. The strongest is Foul Play at 95, but it is dependent on the target.
Dragon: Overpowered moves and a great number of strong moves
Electric: Decent with Thunderbolt and ...Thunderbolt. Thunder is iffy outside of rain/rain team, and other moves on par with Thunderbolt have recoil.
Fairy: Ahh yes. Fairies, the newcomer, which has moves that already take the Dark type to task. Moonblast is at 95 base power, and Dazzling Gleam hits multiple targets.
Fighting: The second most? moves and is pretty powerful, with a priority in there, which is always useful.
Fire: Decent with Flamethrower and Flare Blitz, and has a useable number of moves.
Flying: Ehh...not impressive. You have Brave Bird, which is awesome, but after that you end up with Fly, I guess. Too many two turn moves. Hurricane has terrible accuracy, and is usable in rain/rain team.
Ghost: It's okay. Phantom Force, unlike most two-turn moves, can't be blocked, so it's pretty good. Shadow Ball is decent as well, but Ghost is also lacking 90 power moves.
Grass: Would be meh except for Petal Dance (Grass type of Outrage and Thrash) and Wood Hammer, which causes recoil. And Solar Beam is in there as well.
Ground: Amazing because of the ever present, base power 100 Earthquake. And it does have other usable moves.
Ice: Ice Beam and Blizzard (which has shaky accuracy, but always seems to hit when you don't want it to)
Normal: Great diverse moves, and some which are pretty powerful (Boomburst, Extreme Speed, Return)
Psychic: Good moves in Psychic and Psyshock
Poison: Sludge Wave and Sludge Bomb are it, but they are pretty useful as well as powerful with base 95 and 90 respectively. Poison Jab is in the mix as well. Poison type moves get their use mostly from the new Fairy type and Toxic, which is good for stall teams and whittling down HP
Rock: Outside of Stone Edge, most of these moves aren't too stellar. A lot of Rock-type moves have lower accuracy. Rock Slide is good in doubles and for killing Talonflame though
Steel: Steel doesn't really have a great movepool, suffering from the same problem as Rock in low accuracy as well as no 100% accurate moves in the 90 power range
Water: Good, with Surf and Hydro Pump, as well as a priority move.
Some of the types which are lacking good moves need to be brought up to par, namely in my mind, Rock and Steel. These types would be an absolute nightmare if they were given stronger moves.
Also, Dark type is really getting trampled on. They need a 100 base power, 100 accuracy move as well.