You want single Energy attacks as "recovery" attack options, and thus disagree with my assertion? Well first and foremost I was pointing out that instead of altering core game rules it is better to alter future cards instead, so I am not married to the idea.
You are free to disagree (of course) but think carefully about how you disagree and your reasoning. Why are low Energy attacks important? If it is a matter of "because sometimes I have bad luck and need a low Energy attack!", then we must make sure it is bad luck, and not
a) A player's opponent legitimately earning advantage and you running short of Energy because your opponent has successfully set-up and is correctly running his/her deck.
b) A player's deck was poorly designed and/or being poorly run; in many formats players (and I have been one of them) have become spoiled by a class of card having been an easy search the previous format.
We also have to remember luck is a part of this game. If skilled players with decks tailored to the metagame are constantly unable to power-up their Pokemon due to this shift, it is indeed folly. If a specific player's deck seems to always be running dry on Energy, it is reason "b" above, and if a deck periodically misfires, that's just the nature of Pokemon.
Try not to judge the suggestion by the exact current metagame and card pool. Even if TPC had this same thought and instituted it in their next new (even in Japan) set, that set is probably a year away... from Japan! I don't know exactly how the process works, but I the impression that set blocks are probably designed largely at once, with the cards being parceled out over the year and things being tweaked as time goes on.
So if this is a format without Pokemon Catcher or brutal sniping attacks that are easy to spam, or even Pokemon Reversal without Junk Arm, racking up OHKO after OHKO isn't going to be easy.
I never said defensive attacks for a single Energy, and I thought I made it clear (perhaps I did not) that set-up attacks were fine as well. You might have a Pokemon that attacks for Energy acceleration... and not just for the attacker. You might have an attack that either prevents your opponent from attacking the next turn, reduces the damage you take on the next turn, etc. If designed properly, having an Ability that does one or both is okay, so long as it isn't forcing us into a "donk or be donked" format, or even a "Player 1 wins because he Evolved and started OHKOing first" kind of metagame.
Lastly, Evolutions might be okay with single Energy attacks, so long as they aren't easy to spam effectively. It isn't a whole lot better having Donphan Prime x 6 racking up OHKOs or even 2HKOs starting second turn than it is having Zekrom donk you that player's first turn. With current HP scores, even with Donphan Prime slapping its own bench 60 damage for :fighting: was too much. Yanmega Prime and (in a well made deck) the likelihood of hitting for no Energy (and thus either attack as soon as it hits the field) is in a similar boat. Especially if we ditched (and didn't replace) Rare Candy, Stage 2 Pokemon hitting that hard for that little Energy are unlikely to cause a problem.
So as long as you aren't likely deserving the loss, while being unable to power-up any offensive attacks is a potential problem, it seems an unlikely one.