I think it's more that in Generation I, most of the Ice-types were also Water-types. I think the intent was to have Water-types able to fight Grass-type Pokémon. They'd still take super-effective damage from Grass attacks, but they could fight back with powerful Ice Beams and Blizzards augmented by STAB. Note that the Ice-type's weaknesses of Fire and Rock were covered by the Water-type, leaving Fighting as the only type Ice is weak to they'd be at a disadvantage against.
In other words, the Ice-type wasn't really meant to stand on its own as a type, but paired up with the Water-type. Then you got Jynx at a time when the Psychic-type was grossly overpowered, and you got Articuno at a time when there were no strong Rock-type moves.
A lot of the type matchups and their viability makes sense if you consider Pokémon, back in Generation I, not as a game focused on multiplayer battling the way it is now, but as single-player RPGs that happen to have a head-to-head battling aspect. The Poison-type has a lot of resistances and only one super-effective type because their role is as Team Rocket Grunts' Pokémon--they're supposed to be a test of how well you can exploit the type matchup chart without straining you too much. In turn, Grass has a lot of weaknesses because it's frequently paired up with the Poison-type, which negates its weaknesses to Poison and Bug (and Ground with the other way around). The Rock-type has resistances to Normal and Flying but a lot of other weaknesses because Brock is meant to be a stopping point for players who won't take advantage of weaknesses and resistances--it's a weak type on purpose because Brock is the first major boss and should thus be easy to overcome once you understand what to do. The Dragon-type gets a lot of resistances and was overpowered until the Fairy-type showed up because it's a type used by endgame characters--they should be overpowered because the hardest characters to beat use them.
Thank you for this post! I find it very insightful, as I never really thought about the Type chart in this way. It having potentially been made the way it originally was via predication of in-game RPG progression kind of makes sense, doesn't it? After all, it wasn't known that Pokemon was going to be world-wide franchise material back then, just a couple of fun if humble Monster Battle Role-Playing Video Games that had the option of trading and battling with friends you had that had the same games.
Brock being a "Wake-Up-Call Boss" and an "Early-Bird Boss", which in turn dictated why his Rock-type was designed the way it was, is an especially interesting idea.
And going from this, it would explain why some of the Type aspects feel outdated to certain degrees. It would also correlate with them having made the Fairy-type to balance the otherwise purposefully and intentionally overpowered Dragon-type (and also why there were so few Dragons initially, why they were so powerful, and why they were awkward to obtain and utilize by the players themselves).
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