I'd like to see a total re-invention of Pokémon on the same level as Breath of the Wild.
In addition for the two games being made by totally different brands of developers... A lot of the changes in Breath of the Wild are based on the criticism they received with Skyward Sword.
http://www.ign.com/articles/2017/02...rd-sword-feedback-impacted-breath-of-the-wild
Zelda fans are used to be divided between different styles of gameplay. Some people replay older entries regularly. Some people only play some entries. Each game is a very distinct entry, hence the reinvention when something doesn't work.
So far, Pokémon main-game fans are exactly that: Pokémon main game fans. The current entry is the one where all the trading and online happens, and it is often compatible with the previous one. Since you can't please everyone with your game, you make a different game for different people.
i really wish the battle will change to become like action game, at least for single player only, and keep the formula for online game.
Seeing how big the Pokémon franchise is, I don't see why they couldn't make a spin-off of the main game that is more action-oriented and open world, to please people that like the characters and the franchise but do not gel with the main game formula (you can't please everyone at once). If they do make change in the main formula, I wouldn't advise to change the structure of the main games though, especially the linear story path and the turn-based combat system.
Not to say they couldn't implement new things (they seems to be willing to change the traditional mechanics at least), but there are two design paradigms that I want to defend here: the turn-based combat, and the story having a linear path to follow.
Based on
this survey, turn-based RPGs are more popular than action-based RPGs. It depends on the demographic of the developer that made the survey of course, but I believe Pokémon's players would react the same.
But why?
Based on the demography aimed by Pokémon to reach their sales numbers (everyone, children like adults, even without previous game experience) a game that doesn't require constant focus/timing inputs and is more based on strategic decisions and recognition of patterns seems more suited. Hence Turn-based.
Can pause at any time means it doesn't require to "block" an amount of time for it (gel well with portability).
Linear games might be less overwhelming than Open-world games for first-timers without a good sense of in-game direction. Pokémon games usually coupled that with optionnal side-paths for exploration. Though, there is a design problem in there with the leveling system (you do side stuff, you become overleveled), and I'd like to see them tackle that one (maybe incentivise using new underleveled Pokémon, but that goes against the emotional design of having long-time companions).
I know that those two design paradigms were used since the beginning. But from the perspective of a dev I think wanting to modify them is a "newness" bias toward more recent trends of action-oriented and open-world games (evolution of Final Fantasy games for example). All design paradigms have a reason to exist, there is no "inferior" design, especially there where in my opinion the turn-based design serves a purpose (make the game more approcheable).
If you don't like how the main Pokémon games play, a Spin-off with a sizeable budget is the very next best thing you can hope for.