One thing I really like about Reborn is that the level cap is actually relevant. In the main Pokemon games it's only ever relevant if you end up deliberately using suboptimal teams like in a nuzlocke. I feel like I'm actually being challenged here with the level cap since I can't overlevel and I enjoy that... so why does Reborn still have the anti-grinding measures that were introduced in Gen V that were specifically made to deter you from plowing through the game with an overleveled team? Either one of these mechanics will do the job sufficiently but put them together and you're just forcing players into a situation where they have to grind excessively to get their desired Pokemon to the level for the next challenge, something that so far has been especially a slog since Reborn seems to be designed for you to be swapping out which Pokemon you use very frequently. I started with a new playthrough after having quit playing the game a few years ago and, well, I'm reminded of why I quit in the first place. The game is great but due to how frequently there are changes in party makeup I paradoxically find myself grinding more here than in Pokemon games where grinding isn't discouraged. I could see the reasoning if there were a lot of smaller obstacles on the way to the bigger challenges - the grunts, the wild pokemon, etc - and you didn't want to accidentally overlevel them but common candies make that point irrelevant. I'm sure it isn't for EV training either since EV training has the same end effect as regular leveling.
I'm not trying to make this sound rude or anything, I just genuinely don't see why it's done the way it is.