Not to disagree with the points you brought up, but I thought I'd give some reasoning for why I consider Sun and Moon absolute bottom-tier among the Pokémon games. In short, I find the presentation lacking, and what could have been really good games for reasons you stated, are marred by some highly questionable design choices. That's the gist of it, now let's dive into the details:
For a start, I think it's fitting to consider the beginning of the games. While a mandatory tutorial has been a staple of Pokémon games for ages, Sun/Moon takes the cake and runs with it. The amount of hand-holding in the early-game is excruciating. I haven't sat with a stopwatch to measure it, but it really takes a couple hours' worth of playtime before it feels like you can go explore anything. There are long, unskippable dialogues and cutscenes everywhere in the beginning of the game, which really hurts replayability. It takes forever to get to the point where you're left to your own devices. Until you battle Ilima for the first time, you're always told to follow a specific character to a specific location, following a specific route, where there will be more cutscenes. Only then does Route 2 open up and you're free to go to Verdant Cavern at your own pace. Of course, once you get there, there are more cutscenes. Granted, the story is better than what we've seen in Pokémon games so far, but it's presented in such a tedious way. Lots of mandatory dialogue, lots of cutscenes you can neither skip nor speed up.
And that really sets the tone for the entire game. It feels like the entire overworld gameplay of Sun/Moon consists of "go to the spot marked with a flag on the minimap, where there will be a cutscene and maybe a battle". There are no traditional dungeons to explore or overworld puzzles to figure out, it's always "Go to flag, then cutscene". It doesn't feel like you're exploring Alola, you're given a guided tour. And it's not like you can branch off the path much; if you even find a side area, it's usually blocked off with a very immersion-breaking fade-to-black roadblock. "Oh no, you didn't go to the flag, we will have to reset the area so you face the right direction. There, now go to the flag!"
I don't think the region itself is particularly engaging either. You're usually following roads with the sea on one side and cliffs on the other. There is one way forward, and one way back where you came. Branches in the path are either blocked off until later (That obnoxious Stoutland guy, Haina Desert, Route 11) or contain very small side areas (Seaward Cave, Ten Carat Hill). As mentioned before, the region hardly has dungeons to speak of. The trial sites are very small, the caves are linear, the forests all but absent, and even with two evil teams we still don't have a labyrinthine lair to explore. The four Tapus each have a temple, all of which contain oneStrengthMachamp Shove puzzle, that's it. All in all, the region feels small and cramped, not particularly helped by the fixed camera angles (which, to be fair, is probably a hardware restriction. Then again, Super Mario 64 DS had a free camera in a 3D environment, so eh).
And this is just the broad strokes, the setting and principal concept of the game. Other, minor design decisions really made me question the competence of the game director. For instance, greenlighting the Rotom Dex. Or the godawful Pokémon distribution, where the Rattata, Yungoos and Wingull families make up a combined total of 60 % of the wild Pokémon encounters in several routes all up to the postgame areas of Poni Island, while the new and interesting Pokémon are near impossible to find without a guide. Unless you knew beforehand where to find Bruxish, Mareanie or Dhelmise, you sure as heck weren't going to find one through normal play. And even when you know where to find them, it's still a repetitive, grinding slog to obtain them. Speaking of repetitive and grinding, somebody had the good idea to make key battles more challenging (a decision I wholeheartedly applaud), but many of those challenging battles are preceded by cutscenes you have to watch every time you attempt the battle again. The worst offenders are Kiawe's trial (requiring you to climb the volcano and do the same photo riddle every time) and Po Town Guzma (where you have to walk from the Route 16 Pokémon Center up to and through all of Po Town [including 12 fade-to-black loading "screens", I counted] plus a lengthy Guzma speech before every rematch). Those are legit difficult battles an inexperienced player might attempt half a dozen times or more, but every attempt has to include three minutes of unnecessary fluff before you can get to the battle itself.
PokéRide was a nice mechanic in theory, but its implementation was somewhat iffy. Consider for instance Machamp Shove, which I think is used a whooping total of five times throughout the entire game, four of which are in the Tapu temples and all of which only have to be done once. At that point, one might as well not make the puzzles dependent on Machamp and just ditch that Ride Pokémon altogether. Mudsdale Gallop is even worse. You use it to cross rocky fields, none of which are accessible until the moment you get Mudsdale. The fields and Mudsdale both have the sole purpose of justifying each other. There is no challenge in that mechanic, no skill, no element of chance, no lore, no "how do I get past this?" riddle. It's all just "remember to mount Mudsdale before walking here". Mudsdale is two button clicks away from the moment you see the first rocky field. Worst thing is, they put a roadblock right before that, so even if you sequence break you can't get to the obstacle and wonder how to get across it. I don't know what to call that, but it's certainly not competent design.
But I could go on and on about details (and I believe I already have), it's not the main point. All in all, what really killed the enjoyment of Sun/Moon for me was how it appeared to refuse to take after previous games. How so many of its aspects had been done better already, how many areas it failed to improve on, and previous successes it failed to embrace. It didn't have XY's or Platinum's fantastic Pokémon selection, the snappy early-game of RBY or GSC, the DexNav of ORAS, BW's great level of polish, the sprawling landscapes of Kalos, the wilderness of Sinnoh or any of the postgame facilities or daily battles/events of multiple earlier games. The popular Mega Evolution mechanic was all but ditched, there were no Secret Bases, Festival Plaza was a strange and barely coherent mess compared to the smooth and convenient PSS, there were no trainer rematches at all, and I could go on and on. It's not that these aspects in themselves make the games worse, it's how it all seems to convey a refusal to learn from past mistakes (or successes) and how progress is held back for the sake of doing things differently. In short, it reeks of poor direction.
In conclusion, Sun and Moon either felt rushed or stubbornly different for differences' sake. It had some great highlights, you mentioned some and there are others as well, but some really questionable lows too. And in many cases it felt obvious that these lows could have been done better, either by putting in a tad more work (the Pokémon distribution for instance - it would not have taken a day to tone down the rodents and seagulls and fill the routes with more interesting 'mons) or simply by doing what had already been done well before (anything on the bottom screen). I applaud the games for ditching the HMs, giving us more fleshed out characters, making pretty environments, and the battles are more interesting than ever, but there are certain aspects of Sun and Moon that aren't just bad, they are worse than what Game Freak had already presented in previous titles. The old adage about Game Freak - One step forward, a few stumbling steps to the side, one step back - is nowhere clearer than in the Gen VII titles.
How the heck can ANYONE hate gen 7? They weren't perfect perhaps, but putting them amongst the worst in the franchise is complete and utter horseshit. In fact, I firmly believe the opposite: Sun and Moon are tied with Black and White 2 for my favorite mainline Pokemon games, with the mediocre postgame being the only thing holding them back from being better, because aside from that, they did every other conceivable thing right:
Region: Holy crap Alola is an amazing region. It's a radically different direction the point where I've seen people compare it to spin-off regions like Orre, and in my opinion it completely paid off. Unlike XY, GF fully took advantage of the leap to 3D this time around to deliver to us one of the most fleshed-out, visually varied regions yet, teeming with beautiful, interesting locales and bits and pieces of world-building.
Main Story Gameplay: Not super difficult, but far from the breeze that was XY. Some battles were actually really freaking tough: I picked Litten, and I still ultimately had to bank on potion spam to take out Totem Lurantis! Oh yeah, the totem battles are awesome. That's one of the things I love about SM: It shakes up the formula in various semi-subtle ways while staying true to the core structure of a Pokemon game. Trials over Gyms, multiple evil teams, multiple potential Champion fights, the E4 being composed of previously introduced characters to make the fights with them more impactful, probably other things I'm forgetting about.
The Story Itself: Considering how much of an Alola fanboy I am, it may come as a surprise that the story didn't capture me the same way it did others. That said, I can understand why some people love it so much, and I enjoyed some parts as well, more specifically Gladion, who fulfills the need for an asshole-ish rival people have been asking for while also having some great character development. Also his theme is likely a partial remix of a Pokemon Mystery Dungeon track, and any references to PMD make me a happi boye
Quality of Life Changes: Regardless of how you feel about recent games, you should at least be able to give SM credit for being the games that finally put HMs out of their misery in favor of the infinitely more convenient Pokeride system and derivatives in later games. Also Poke Pelago is great for making EV training less of a time waster, and I hope it returns in some form in SWSH.
New Pokemon: Look, you can think whatever you want about Sun and Moon. You can think I'm looking back on it too fondly, that none of the pros I listed make up for the cons assuming they are even valid at all, and that's fine. But I will forever stand by the belief that Alola is home to the best new Pokemon in any game period. I could make an entire post gushing about how much I love the Alola dex and everything it gave us, but the basic gist is this. XY saw the roots of a new trend for modern Pokemon games: A dramatically smaller list of new Pokemon compared to previous titles, opting for quality over quantity. While XY gave birth to this interesting idea, Sun and Moon took this concept to new heights. Every Pokemon in Alola does something brand new, something fresh and totally different from what came before, no matter how small. We've had Water/Psychic types in the past, but not a physical attacking one like Bruxish. We've had Regenerator Water types before, but not one with Poison immunity and hazard setting potential like Toxapex. Decidueye and Dhelmise are both physical attacking Grass/Ghost types, but they take that basic skeleton of a role and approach it from different angles, with neither truly outclassing the other in that function. Some do this better than others, but even the worst Alola mons have something to their name to where they can firmly say "nobody else can do what I do". Of course, the designs themselves are absolutely stellar, whether it be the noble, regal warrior Kommo-o, the unique blend of animal and profession the Starters take on, the totally alien and experimental Ultra Beasts and of course my beautiful baby boy Drampa, the perfect blend of cute and cool that the rest of the dex aspires to be. Oh, and by the way, Regional Variants are the best idea Game Freak has ever had, basically accomplishing what Mega Evolution tried to do on a smaller scale while feeling 100% natural and continuing to provide some sorely-needed revitalizations to old favorites, whether it be making Exeggutor an entertainingly silly meme icon or transforming Muk into a UU-level competitive threat. If these things don't return with new additions in Sword and Shield, I will honestly be pissed. I wouldn't even care much if it was Gen 1 only again, just please don't abandon this gold mine of potential Game Freak!
Wew, that was a long diatribe. Be warned though: you might see an even more nuclear take from me very soon on this thread, but right now it's late.
I do agree that Sun and Moon had a much better art direction than XY, particularly the models being much more polished and refined compared to XY. I think they look better than SwSh currently. I also agree that Totem Lurantis and lot of the Totem fights in general had some strategy behind it- Like the Salazzle's Venom's Drench into Toxic plus corrosion made it quite deadly. The totem Lurantis fight had me reset a few times as well.I would also like to add something on to this -- the SOS mechanic for boss battles? A brilliant inclusion that's one of a few elements that made said boss battles actually difficult and a clear step-up from previous efforts (it certainly makes things like Kyurem-W/B even more comical in retrospect).
... but then someone had the idea to apply it to every wild battle outside of totem Pokémon, and it is extremely excruciating. Every time I try to catch a new team member, or not even that; just try to catch something new for my Pokédex, I'll inevitably get locked into a cycle of a Pokémon called over and over again which makes throwing the goddamn Poké Ball impossible. I can understand what they were going for and it's certainly good for aftergame chaining, but surely there was a better implementation of it? Maybe it could have been locked to Adrenaline Orbs only, or at the least you could have made it a lot less likely to happen until you use an orb? As-is it's just an annoyance that became a further pointless time-waster on top of the game's already large amount of cutscenes.
And I'm actually saying this as someone who generally enjoys Sun and Moon and its story, but what you brought up about the cutscenes is 100% true. I recall watching an LGPE speedrun once where they were discuss this, and apparently it was calculated that if all the cutscenes in the game were taken out; the average S/M speedrun would be cut in half. Now obviously that's a speedrun and not a normal playthrough, but I found the implications illuminating. The aforementioned LGPE seems to have learned from this and actually added in a cutscene skip! ... but the game only has, like, 4 cutscenes; all of which are very short and actually nice to watch. I really do wonder sometimes how much of a better game S/M would be if encounter tables were fixed and the cutscenes were skippable. I feel it'd do wonders.
My pet peeve with the Pokemon of Alola is that all seem to be designed around a gimmick, particularly an ability. While some of them are good ( Mimikyu, Tsareena ), the others are flat bad, particularly Merciless and Corrosion. Which is a shame since there a lot of Pokemon that can benefit from these abilities. Fun Fact: Slush Rush is the only ability introduced in Gen 6 that wasn't a Signature Ability.
On the topic of lack of exploration in SM, you forgot to mention the biggest offender: Ultra Space. We literally get to go to an Alternate Universe, and all we get in godawful mini game that was locked to motion controls initially with the only way to switch is on a separate island with no hint to go there. And every place in Ultra Space is a corridor. We're in an Alternate Universe, and that's the best they can give? Not even the highly promoted Ultra Megalopolis was saved from the corridor treatment. But the only reason we go to Ultra Space is to catch Legendary Pokemon , which is one of the worst tasks ever. It means playing that godawful minigame and hoping there's a legendary Pokemon at the end. Emphasis on hoping. I eventually got so tired of playing that minigame that I didn't even bother catching the remaining Legendaries in Ultra Moon.
As with the SOS chaining, I agree with Kurona on what's mentioned above, but I really don't like how HAs were distributed. It meant constantly chaining the same Pokemon for a really long time, and I often had to bring a Skill Swap Pokemon to find that Hidden Ability. I really dislike HAs in general now. In BW the whole point of HA was to promote the Dream World, but when that shut down the point for HAs was lost. But I guess for the sake of consistency, most Pokemon have them, even if it means hiding behind a layer of tedium. Not to mention which Pokemon get them is bizzare. The majority of Pokemon with levitate don't get them, which I get because they want to justify the floating of it, yet there Pokemon Beedrill and Nihilego who are floating, but don't get levitate. I honestly just wish for HAs to become regular abilities since the main point is gone and it just adds another not required layer.













