Thanks for your hard work. And for your consideration. Allowing soft limit to still exist, is very nice (i always fight the bug Leader with a common-candied Delphox).
Why the hate for difficulty being hard, though? Many of the players, especially the older ones, found this to be the main selling point, the real bargain, about this game... Since you already added something to help monotype runners (we tested it some time ago, along with few other things at starter choice chamber), why there had to be a larger pokemon availability on top of that? If somebody keeps an eye for events, you get more than enough pokemon to do just about everything there is and cover any need for 1 on 1 or team fights; and with the fields in play, there is NO need for that one specific pokemon or type, only one knowing some certain moves! Please, reconsider! Before renovation, keep the rares rares and the denizens of a semi destroyed environment in lowered numbers and in hiding, please! This fits in with both the game environment, the aesthetics and helps with story consistency, plus the immersion itself! Don't fix what ain't broken.
RIP hard mode, i was eagerly anticipating that one ever since recent AI changes made the game extremely easy, but what matters is your priorities, workload and obviously, the completion of the game.
At least, remember to fix errors in movesets, please. There are quite a few. Or offer an external workaround (debug mode?) solution to it.
Finally, EV training was boosted some time ago and from main game generation mechanisms, if memory serves. It is already a shorter procedure than it once had been (cut in half, actually) and many people used EV training in combination with pickup teams, utilizing the farming time with item gathering. It wasn't a drag, on the contrary. Did it really have to be cut that short?