Finished my runthrough a short while ago, using a modified Charmander and Friends deck. As with Jabba, Agility Rapidash is best thing to exist with all the free turns it generates, and it makes it possible to beat p.much anything, including the water gym. I added a few Magmar in as my beatstick, as well as some Charmeleon for the quick 50 damage when I neeeded to KO things quickly, threw in a (good) Ninetales for random huge damage and finished off with a pair of Tauros for defense against waters and psychics, who both get hit hard by them.
With the Flamethrowers that got thrown around, i ran a fairly energy heavy deck, with around 26 Fire energies and 4 DCE's, with 4 Energy Seaches and 3 (one Super) Energy Retreivals I pretty much always had a way to get energy into my hand and onto my mons. Standard draw engine in Bills and a Prof. Oak, and some team disruption with 3 Gusts and a Switch.
The Gym Leaders themselves were a breeze, none of them were a particular struggle. I only had to rematch Gene, Ken and Amy once each, each time due to horrible draws. lol Ronald. As for the E4...Rod was a breeze, Courtney was either easy af or a pain in the ass thanks to 70 damage Dive Bombs, Steve haxed me a couple times and then sat down and Jack was an annoying piece of poop until Rapidash went on a rage streak.
Really satisfying run overall, fun game, fun deck to use, and completed it in roughly 5 hours, with a game time of 18.