Double Team has a point, and it speaks to their design ethos. When there's a tough boss with Evasion moves, it means that it can very easily cause a reset. BUT, crucially, it cannot wall the player. It's a great way of making something that a child thinks is tough, but allowing them to continue playing the game.real talk, if you want well designed movesets, you may as well just ask for them, rather than setting out a 'good option' with insane nonsense like double team and unstabbed aerial ace covering 0 applicable weaknesses or resistances. a 'filling slots with SOMETHING' sense implies that you'll accept crap and are accepting crap - why not just go for broke and ask for good design beyond these two middling entries.
these dp choices have 'no excuse' too. but realistically it matters little, both for the dp guys and the sm guys, because the basic most important most effective options they'll click 99% of the time are there. i want a design approach more interesting and insightful than stab(s) + 1 coverage move, which is the primary ethos of both of these teams
Whether evasion is the best way of accomplishing that goal is a different question, but it's why you reliably see double team on mons well into the E4 in numerous generations.
To the larger point, I don't mind empty moveslots. STAB, coverage for whatever obviously walls STAB, and nothing else is a reasonable choice for boss design. The AI is already bad, why overstress it?


