Shouldn't be typing all that at 1am...
Oh well, basically, the lack of field moves hurt SwSh to no end. But not just SwSh. This is a problem that takes root allllll the way back in Gen 5.
After Sinnoh's excessive use of HMs, Unova had ONE mandatory Cut tree. Amazing!
So uhhhhh, what's stopping people from just walking around that big ol loop?
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And just like that, exploration changed. Instead of having natural barriers that trainers had to overcome with their pokémon, you have random people blocking you for whatever reason.
Now let's take a look at, say, Rock Climb. A field move that adds a whole layer of exploration, despite being pretty much like Waterfall just because it adds a lot of verticality to a region.
If it wasn't a pretty unimpressive move, it'd be a very good thing, but alas... here lies one of the two biggest issues with HMs.
A lot of these moves are TRASH.
Cut is worse than Tackle in Gen 5. Straight up. And it gets even worse when you remember that it'll be a while until you can get rid of it.
But the worst part of Cut is its field application.
You have a mon with Cut in your party. You press A. Now you can move on.
It literally is an item check. It's a puzzle that you can't fail. This makes for a horrible dungeon-building tool. Wanna see an example of what I mean?
Remember the Trick House? Poor guy tried his hardest to make a Cut puzzle. It just didn't work.