How come no one ever recommends turning it off and on as needed? If you find you're grinding to much, turn it on for a bit then turn it off.
Not saying people have to like the experience share more than any other Gen though. Wr all have personal taste and opinions which is what makes Pokémonso great, there are so many ways to play and no way is wrong!
But, if they keep the gen 6 experience share, just consider that it doesn't have to stay on all the time. So if you don't want to get over leveled but also don't want to grind to much this is an option for that. It may not be ideal for your play style but hopefully it helps a little!
I just read your argument with the two others in here. But if I were going to be a game designer, I honestly would remodel the Exp. Share and the way that both Gen 5 and Gen 6 designed their level up mechanics.
Steps for a Progressive Experience Share:
1. You will get the very basic and original Exp. Share after beating an early gym which would be a Gen 1 - Gen 4 mechanic of Exp Share being a Held Item where you can find 5 pieces in certain places filled with Side Quests. Like make side quests more valuable for this item.
2. You can get the Exp. Share partially Upgraded (Gen 5 variant) after getting the last badge, saving the world from impending doom plot line (remember ORAS after beating Kyogre/Groundon when foreign pokemon got included along with the national dex?), or from the start of a "Delta Episode" being given by Prof. Kukui (aka. Professor Jwittz) to be molded into one. One in the front gets half the total while the remaining half is divided into the remainig 5 members of the party.
3. Once post game comes in, the Exp Share will be fully upgraded to a Key Item similar to Gen 6.
Steps for the Level Up Mechanics:
a. During the first story, I would stick to Gen 5's level up mechanics
b. Once Post game is here, it will be reverted to the static level up exp. mechanics
Options:
1. Set a difficulty mode from the beginning of the game by asking a gamer a few questions ala Pokemon Mystery Dungeon Style:
a. "Have you played a video game before?" If "No", automatically set on Easy
b. If answered "Yes" on previous question, it asks, "Have you played a strategy turn based video game?" If "No", automatically set on Average.
c1. If answered "Yes" on previous question, it asks, "Do you want a challenge?". Should the user answer "No", the Gym leaders, Elite 4, Rival and/or friend, Evil Boss, the in Game plot Legendaries, and champion will have their ENTIRE team that are 4-8 levels higher than the highest leveled pokemon you currently have in your party. Only applicable during Pre-Post Game. Just to ease it, none of them will be EV trained and have perfect natures. Automatically gets disabled once Post Game is reached.
c2. If answered "Yes" on previous question, it asks, "Do you want a challenge?" Should the user answer "Yes", there will be a near complete stop for your pokemon to get anymore levels before the next Gym Leader's highest leveled Pokemon. Once the Champion is reached, same level lock is applied. What is the best limit? Instead of being 2 levels higher, why not make the Gym Leaders and Champion's highest leveled mon 5 levels higher than yours? Let's say that the Champion's highest leveled mon is 65. Once your mons reach level 60, they are not allowed to level up anymore. Oh, this is where all the important characters in-game, including certain NPC trainers (excluding the breeders, Rich People, and the preschoolers) have Pokemon that have fully trained EV's and perfect natures. Automatically gets disabled once Post game comes into play.
If you are wondering where I got the c2 idea, it's from a Pokemon Fan Game which I won't name. But it is told to be one of the most brutal, MLG-like, and at times unfair, Pokemon Fan-made Game.