Finally got caught up on this topic.
Okay, the four problems addressed in the first video are real. The solution in the second video is appealing mostly because it is independent of the actual people in control of the game. Why is that appealing? The language/cultural barrier between Japan and everyone else, pretty much. Do I think it is the best solution? Only if you define it by "practicality". As unwieldy as having secondary, competitive tournament structure sounds, it is something that seems attainable.
Otherwise I'd say the biggest problem is R&D. I find it hard to believe that in Japan there is a pristine, perfectly balanced metagame where at least the
majority of cards are tournament worthy (not guaranteed winners, but have a realistic shot). No one, of course has made that claim... yet if we synch up with Japan and that is not the case, are we that far ahead?
I've heard multiple complaints about the game's actual balance and how hard it is for newer players to build a competitive deck, even if they understand the game. I blame a lot of this on the current power level of the top cards coupled with the number of cards that seem to be pure filler. My time is short so I can't do a direct quote, but I recall someone pointing out how often Basic and Stage 1 Pokemon that are meant to Evolve into something exist
only for that purpose.
It is incredibly hard to design set after set of balanced cards where everything is on even footing, but it is possible. Not very probable, but possible, and as such should be the goal. What is within reason is that when all is said and done, the bulk of the card pool should be widely available and viable. Basics and Stage 1 Pokemon that are meant to Evolve should rarely be so good you'd run them on their own, but they certainly can be some of the time. To preserve balance, just take care to avoid giving them fantastic Stage 2 forms.
Here's an example of this at work:
http://pokegym.net/forums/view.php?pg=towercard&imageid=31321
http://pokegym.net/forums/view.php?pg=towercard&imageid=31342
This Croconaw was useful enough to see play even though this was before Rare Candy received its infamous errata. When I ran the deck that used these two, I tried to only use Rare Candy when I absolutely had to (like getting out my first Feraligatr). I still ran three or four Rare Candy, but when I didn't need a fast, "from nowhere" 'Gatr, I just used them to speed up a different Evolution line (even though it was only a Stage 1) that was in the deck.
I understand that not every card can be "interesting", but right now so many are bland and weak. Again, I understand that not every card can be great, but every card should feel competently designed.