@rivershock: You gave me a lot to discuss, but for the part that is directly TCG relevant and almost entirely objective, skip to my next to last quote of your post and the responses under it.
Dragon being weak to Dragon will always make more sense than Dragon being weak to Fairy in my opinion. Dragons' generally brutal nature makes it fitting.
Dragon being treated in the same vein as "elemental" Types is already awkward: what makes it "Dragon" and not Dark, Fire, Normal, etc. for the attack? Arbitrary video game logic, because they
want there to be a Dragon-Type. So making the appeal that "brutal nature" is weak to "brutal nature" doesn't really seem all that logical; if anything Dragons would likely be resistant (brutal deals with brutal) or neutral. It really is all arbitraryanyway, as the Type system is full of overlapping or poorly identified concepts (is Ice attacking through low temperatures or is it wielding solidified Water? Both? Why?). That being said, if the Fairy-Type is about attacking with "magical" effects, that very much makes sense for "dragons"; in many settings it is the only way to deal with them!
Similarly, Psychic's weakness to Ghost is its most prominent weakness by far, to the point where it's really their only logical weakness (Bug and Dark only counting for gameplay balancing, though Dark isn't necessarily illogical.)
Psychic having issues with Ghost is pretty arbitrary; in many fantasy settings, "psychics" would be the only ones to have a chance at dealing with "ghosts", though given my own thoughts on such things in real life I rather approve of said relationship. Bug being a poor choice is only because Bug is combined with Grass in the TCG. Darkness would be the best unless they plan on adding another Type in, as it is a 1:1 conversion of the video game Dark-Type and thus avoids erroneous relationships.
TCG weaknesses, with the exception of Ice's to Metal, Bug's to Fire (though being weak to Colorless would be odd as it's primarily for Normals, not Flyings), Water's to Grass (obviously for balancing issues so the entire massive type isn't weak to Lightning) and Normal's to Fighting (though that is its only Video Game weakness, and thus kinda necessary), tend to be their most logical weakness. (For instance, Fires have never been weak to Fighting in the TCG, ignoring Houndoom who is part Dark, despite all Fire-Types being weak to either Rock or Ground.)
Again, most of these relationships are contrived, based on (sometimes erroneous or exaggerated) real world relationships. I play various games, and especially role-playing games like GURPS (not to be confused with JRPGs and the like) really help you think about how fiction and legend handles such things. For example, "psychics" (Psychic-Type) facing off against "martial artists" (chi users) could be justifiably flipped; we already have the Normal-Type to represent "regular" punching, kicking, etc. so chi-using martial artists would actually have what it takes to reduce the effectiveness of psychic powers... meaning a neutral or inverse (compared to what we are used to) relationship is just as plausible.
Now, if you were just meaning in terms of "options for simplifying video game relationships"... you have
way too many exceptions for that to be a good argument.
@_@ I don't consider it your fault, it is just that the situation is bad. I've gone through this before (as I rant about this too much in CotDs), but most Pokémon should probably lack Weakness due to "Type confusion". What do I mean?
To avoid Type clashing with current video-game-to-TCG conversions:
Normal-Type Colorless Pokémon should have no Weakness or Resistance.
Fighting-Type... er... Fighting-Type Pokémon should have no Weakness and Darkness Resistance.
Flying-Type Colorless Pokémon would still be Lightning-Type Weak but be Grass Resistant.
Poison-Type Psychic Pokémon should have no Weakness and Grass Resistance.
Ground-Type Fighting Pokémon should have Water Weakness and Lightning Resistance.
Rock-Type Fighting Pokémon should have Steel Weakness and either Fire Resistance, Colorless Resistance, or both!
Bug-Type Grass Pokémon should have Fire Weakness and no Resistance.
Ghost-Type Psychic Pokémon should have no Resistance and Darkness Weakness.
Metal Pokémon should have Fire Weakness and either Colorless Resistance, Darkness Resistance, Dragon Resistnace, Grass Resistance, Metal Resistance, Psychic Resistance, some combination of the preceeding, or all of the preceeding.
Fire-Type Pokémon would have no Weakness and either Grass Resistance, Metal Resistance, or both.
Water-Type Water Pokémon should have Lightning-Type Weakness and Fire Resistance, Metal Resistance, Water Resistance, a combination of the preceding, or all of the preceding.
Grass-Type Grass Pokémon should have Fire Weakness and Lightning Resistance.
Lightning Pokémon should have no Weakness and either Lightning Resistance, Metal Resistance, or both.
Psychic-Type Psychic Pokémon should have Darkness Weakness and no Resistance.
Ice-Type Water Pokémon should have Fire Weakness, Metal Weakness, or both.
Dragon Pokémon should have Dragon Weakness and Fire Resistance, Lightning Resistance, or both.
Darkness Pokémon should have no Weakness and Darkness Resistance.
And this has only really ever come up for Mewtwo EX. Splashable Dragons and Psychics have always been rare. Still, if Ghost became part of Darkness, Psychic would become weak to Darkness instead. (Though Poison would still be weak to Psychic, given a weakness to Fighting would cause many more problems to the TCG and be less logical, so this wouldn't settle your complaint.)
This has been an issue for the game since
Mewtwo (
WotC Black Star Promo 3, 14). It wasn't the beginning of the game but the earlier version of this promo was available since the theatrical release of
Pokémon: The First Movie and was probably the dominant force of the format from then until
Neo Genesis. Pretty sure that this has been influencing the game since at least then, and possibly longer (
Base Set Jynx was played but just not as effective as
Hitmonchan and
Electabuzz).
Remember that "splashable" isn't the concern;
dominant is. When a strong Psychic-Type deck ascends, it often becomes a matter of play Psychic: either what is dominant or whatever is easy to splash. The worst case scenario is the
Mewtwo EX scenario (or dominant Psychic deck v dominant Psychic deck). I've actually looked at shuffling the Type relationships around (though it has been a while since I actively did so): Ghost really does work best with Psychic. Consider the impact of shifting Poison to Darkness; thematically they blend well, plus "black" works for Poison (to be fair, most colors do) but the big thing is that means the remaining Psychic and Ghost-Types could have a more homogenous relationship.
There are many bigger problems than this... Fighting being such a good attacking type, for one, (Fairy will likely fix this a little by giving Darkness a weakness to Fairy, however) and types like Grass and Fire not having any weakness variation. (Well, Grass has a few thanks to Bug/Flyings, but they only make up a tiny fraction of the massive type.)
Fighting being a good attacking Type is a "feature". Fixing it is mostly about tweaking Weakness/Resistance rules and (ideally) shifting Rock to Metal... and of course avoiding the "fast, hard hitting" push that had dominating game design lately.