Physical:
Normal: (I'm not listing these, it's twice the relevant moves of any other type. Basically, whatever you want, this type has, even if the distribution is wacky.)
Fighting: Focus Punch, HJK, Focus Blast, Close Combat, Superpower, Hammer Arm, Cross Chop, Jump Kick, Sacred Sword, Sky Uppercut, Body Press, Aura Sphere, Submission. Truly ridic physical options, including 4 at 120 bp or better. Special options are Focus Miss and the handful of mons that learn Aura Sphere, so bleh.
Flying: Sky Attack, Brave Bird, Hurricane, Fly, Bounce, Drill Peck, Acrobatics. Decent number of moves, all of them bad. Hurricane misses, Acro costs you your item, Drill Peck has limited distribution, and everything else is 2-turn. This is rough.
Poison: Belch, Gunk Shot, Sludge Wave, Sludge Bomb, Poison Jab. It has what it needs, physical and special, but nothing too odd to take advantage of.
Ground: Earthquake, High Horsepower, Earth Power, Drill Run, Dig. Has EQ and Earth Power, and therefore nothing else is relevant. Would like variety, doesn't need it.
Rock: Head Smash, Meteor Beam, Stone Edge, Power Gem. Every offensive move of this type has some reason not to use it. You can make them all work, but it's like flying, you're never satisfied with the options.
Bug: Leech Life, X-Scissor, Lunge, Bug Buzz, First Impression, Pollen Puff, Megahorn. Lots of physical variety, decent special options. No real complaints, other than the type chart.
Ghost: Poltergeist, Phantom Force, Shadow Ball. One decent move of each category, both with really good distribution. Everything else is signature, but there are a lot of signature moves. I'm not sure if we call that good or not, but it definitely doesn't have any interesting choices to make.
Steel: Steel Beam, Steel Roller, Iron Tail, Meteor Mash, Iron Head, Flash Cannon. Despite officially having options, every steel type is basically forced to run Iron Head/Flash Cannon/Gyro Ball unless they're very lucky.
Special:
Fire: Blast Burn, Eruption, Burn Up, Overheat, Flare Blitz, Inferno, Heat Wave, Flamethrower, Blaze Kick, Fire Lash, Fire Pledge, Lava Plume. Every special option you could want. Physical, there's Flare Blitz, Blaze Kick, and Fire Lash. The latter two have limited distributions, so a lot of physical fires have to be suicidal, but Flare Blitz isn't a /bad/ move.
Water: Water Spout, Hydro Cannon, Hydro Pump, Crabhammer, Aqua Tail, Muddy Water, Surf, Liquidation, Snipe Shot, Water Pledge, Scald, Dive, Waterfall. Probably the best specially offensive type in the game except maybe fire, good physical options. The type people mean when they say certain types are too good.
Grass: Frenzy Plant, Leaf Storm, Solar Blade, Wood Hammer, Power Whip, Petal Dance, Solar Beam, Petal Blizzard, Energy Ball, Grass Pledge, Seed Bomb. This is apparently the 'non-offensive' starter type. Basically has every physical and special offense option you could ask for.
Electric: Discharge, Thunderbolt, Wild Charge, Thunder. Decent special coverage, a single outright bad physical option. It's notable that there's a lot of signature Electric Physical moves, likely bc they know they have to give any notable physical electric type something if they want it to be used.
Psychic: Synchronoise, Future Sight, Dream Eater, Psychic, Psychic Fangs, Eerie Spell, Expanding Force, Psyshock, Zen Headbutt, Extrasensory. Lots of odd special options, decent physical options.
Ice: Blizzard, Ice Beam, Icicle Crash. Basic special options with great distribution, one very meh physical option that not much gets. Not good.
Dragon: Dual Chop, Dragon Claw, Dragon Pulse, Dragon Rush, Outrage, Draco Meteor. Basically the baseline for "good physical and special options".
Dark: Crunch, Dark Pulse, Throat Chop, Darkest Lariat, Foul Play. Not a lot of variety, but it does have physical and special options that are usable and common.
Fairy: Dazzling Gleam, Play Rough, Moonblast, Misty Explosion. It has the bare minimum, but not much else. Not surprising given it's a new type, but it's definitely the second-most limited type.