the simplicity of this system is amazing, this is the closest to the real PMD experience in terms of ttrpgs Ive played in the setting (and I've played most of them)
The lack of strict stats & moves makes even the strangest of pokemon choices viable, and the ease of creating player characters & combat encounters is a massive plus. The in combat math is not too difficult at all, and a simple calculator makes it a breeze.
However the loss of status moves for a strictly combat focused system is a negative. I'd suggest giving each type a utility move they can choose in combat to do instead of attacking (example: steel type could raise its defense, water type could pop an aqua ring to slowly regain HP, etc) or make those moves into TMs to add more combat strategy beyond just spamming attacks & items.
I love the way the experience system is set up, helps to reward combat avoidance & social RP, however I did make a few changes in the wording of some boxes:
Come across a place no living Pokemon has seen. -> Explore a new location you've never been to before.
the Exploring here is its own separate action, which encourages players to scour new places and gives Narrators opportunities to describe the place in detail for an engaging in-game reason & is much more reliable when compared to the other options.
Be seriously betrayed by someone you trusted -> Fail miserably at something and let others down
There's only so many times a betrayal can happen before it gets boring, it also starts feeling forced when players are expecting to be betrayed so they can rack up experience points. This also has the added bonus of rewarding failed rolls, which encourages players to make rolls for things they wouldn't attempt otherwise, which makes for better storytelling.