While I can sympathize with people that dislike forced Exp Share, I really don't think it's a problem any more. I didn't like it in Gen 6 (and still don't) because it completely broke the experience curve. Since Pokemon is a game that mostly has the two sides play by the same rules, it stands to reason that the ideal curve keeps your levels in line with your opponents. The Exp Share in Gen 6 absolutely does not do this and has you significantly higher-leveled than your opponents, which besides the obvious impact on difficulty is immersion-breaking since you have a very clear advantage in this ostensibly synchronous game. Alola is a bit of a weird case, since the Exp Share has a similar but lessened effect (due to scaling) for most of the game, but once you get to Poni Island the game starts to feel like it's actually designed around using the Exp Share (and as early as Ula'Ula for USM). So even by then the issue was getting better.
And now with Sword and Shield? I mean, they're easy games, but I almost never thought that was because I was overleveled. Outside of a weird brief bit at the start of the endgame, my levels were consistenly on par with my opponents. So at this point, Exp Share doesn't feel like some aberration that doesn't belong in the game, but a natural part of how experience works. Sword and Shield's difficulty issues lie far more in that the encounters themselves just don't have much bite to them outside of like, Kabu, Bea, and Leon. Which is definitely disappointing after Alola's excellent encounter design.
The last thing I want to respond to is Exp Share as a difficulty modifier. Frankly, I think experience is one of the least interesting things to mess with when curating difficulty, and Pokemon is absolutely not hurting for other ways to do this. Withholding items, evolutions, moves, party members - so many aspects of Pokemon are completely scalable. While I can appreciate that the Exp Share toggle is much simpler for the player than carefully curating the other parts of the game, I think it's insufficient by itself which means you end up having to further curate your experience anyways. So I can't say I miss it on this front, either.
And now with Sword and Shield? I mean, they're easy games, but I almost never thought that was because I was overleveled. Outside of a weird brief bit at the start of the endgame, my levels were consistenly on par with my opponents. So at this point, Exp Share doesn't feel like some aberration that doesn't belong in the game, but a natural part of how experience works. Sword and Shield's difficulty issues lie far more in that the encounters themselves just don't have much bite to them outside of like, Kabu, Bea, and Leon. Which is definitely disappointing after Alola's excellent encounter design.
The last thing I want to respond to is Exp Share as a difficulty modifier. Frankly, I think experience is one of the least interesting things to mess with when curating difficulty, and Pokemon is absolutely not hurting for other ways to do this. Withholding items, evolutions, moves, party members - so many aspects of Pokemon are completely scalable. While I can appreciate that the Exp Share toggle is much simpler for the player than carefully curating the other parts of the game, I think it's insufficient by itself which means you end up having to further curate your experience anyways. So I can't say I miss it on this front, either.