1- They refuse to use a Ban/Restricted List. A list like this does not hurt a game. In fact, it shows that the devolopers care about the game. I'm not saying TPC does not care about its product but its just a byproduct from about 100 other things. The TGC should not be treated as a byproduct.
I don't know how you draw these conclusions from not implementing a ban list. There are so many reasons not to implement bans/restriction; here's a particularly good one: no one wants their child to open a booster pack, see Mewtwo EX, get all excited about having one (or a second copy), but then be told in a tournament that they can't use it.
Banlisting/restricting is sort of iffy practice IMO in the first place. The game shouldn't require help from the outside to be balanced.
I feel a card like Mewtwo EX should be a one of in a deck. Its good against everything. Even its worst matchup is not great. its very versatile and while its not bad, a deck with Mewtwo EX will win against a deck without a Mewtwo almost every time. Thats a problem because Mewtwo EX prevents other decks from being useful.
So, you do realize that multiple archetypes function just fine without Mewtwo, right? Darkrai/Hydreigon likes it, but doesn't need it. Garchomp doesn't need it. Empoleon doesn't need it. These three decks also generally trade favorably with it.
2- Ace-Spec Cards These just rub me the wrong way all together. They are not flexible at all and the execution is just bad. Sure the idea of a card you can only have one in a deck is cool and all but how is that any better then say, one Mewtwo EX in a deck? Most of them are not playable and would leave players with better options. Why would I play a Pokemon specific Ace Spec when I can use Gold Potion or even Computer Search?
Ace Spec is just deceptive restricted listing. I don't like it in that way. I do like that they're continuing to show foresight by PRINTING them as one-of, rather than making it look like they had to correct something
after it was broken.
Not all cards are meant to be competitive. Some are meant to be silly. 300 HP sounds pretty silly to me.
So, why not just use a Ban List? it way more flexible and achieves the same things a rotation would do. Maybe 4 Mewtwo EX per deck is a little overpowered, so put it down to 1or even 2. No need to stop at Mewtwo, the sky's the limit. A ban list is far superior to Ace-Specs.
A ban list accomplishes
some of the things rotation accomplishes, without being nearly as simple, clear, or professional. I vastly prefer the rotation, thanks.
3- TCG vs VG In the video game, we ban elements because they are way to many things to account for. We ban evasion because its too hard to control. You have no idea how hard a +6 evasion Blissey is to take down. Why I bring this up? Well, because players who play the VG will say "I should not have to deal with that" or "I'm not going to dedicate a move slot for it" but when the play the the TCG, they don't want anything banned? I never got that.
Because the equivalent concepts of evasion and OHKO moves don't apply. Double Team is clearly a broken move in singles play (and debatably in doubles play, I don't know). There are definitely many ways around it, not just Aerial Ace/etc - you can Roar, Haze, or even Psych Up - and some of those ways (Roar) are pretty commonly used. But a fan-controlled metagame can do what it wants, and people decided - reasonably - that Double Team is just obnoxious and they don't want to deal with it.
Mewtwo EX isn't really obnoxious anymore. Might have been last format, but not anymore. It's easily dealt with now. Honestly I really don't understand why people still complain about it, when several archetypes don't run it, and at least one dedicated counter card now exists (Sigilyph).
Double Team requires you to run
one slot on your team to implement and destroys entire other teams that aren't running
multiple counters (or one very well-played counter). Mewtwo EX requires a couple of spaces and some tactical shenanigans to work correctly (Scramble Switch for example), and is countered by carefully played D/H, a well timed Sigilyph drop, or by itself. These concepts aren't equivalent.
Just like the VG, the TCG also has elements you can't control. There are way to many cards and deck combos that players need to deal with. The way the game is setup right now is just some decks just out right win, no matter how hard the opponent fought back.
You've completely lost me. Please elaborate: what decks "just outright win"?
4- Side Decks. Again, this is not something new. Every other card game allows it. Pokemon has gotten a lot faster then what it use to be so why don't we or cant we play best of 2 in tournaments? Not only would that not allow the player who played the best to win most of the time but it also allows for a side deck. Pokemon right now has way too many you win or you lose matchups. A side deck helps with that by allowing players the extra option to tech their deck mid game.
The side deck possibilities are endless and can help a deck play better during a bad matchup they throwing a player into a best of one, draw what you draw and play.
Maybe Pokemon likes being unique?
Sidedecks are a little complex of a mechanism. Lots of Juniors are going to be confused by it - not the competitive serious Juniors, mind you, I'm sure they'll be just fine. Pokemon is unusual because of the market it needs to cater to, and it doesn't have the same privileges of other card games for that reason.