Maybe but I know for a fact in the past rivals wouldn't heal our Pokemon before a fight, and the experience share didn't exist or was limited to one pokemom only and you had to find the thing in the first place.
It's little things like that which make the older games more of a challenge than latest entries.
But the examples you just listed still aren't really
difficulty. Those are quality of life things. Is it really more difficult to fly back to the Pokecenter, then bike back out to where the rival is with your pokemon healed?
Pokemon is a simple game in which you build a team with as many types as possible, then switch your pokemon to match the weakness of the type you're playing. At its core, the game is just memorizing pokemon names and types-- and over-leveling your team by walking around patches of grass repeatedly. Difficulty is measured by your patience to grind and your ability to remember the type matchups.
The game is designed to hinder your progress as little as possible. Fainting has little to no real consequence. When you beat a trainer, that trainer stays beaten. Pokecenters are free. Gym leaders are notoriously one-type-only for the most part. So even a child can beat trainers one at a time, heal their pokemon after every win, and pick the obvious matchup advantage to beat every gym leader. It's been this way since Red/Blue. Not that there's anything
wrong with that-- it's meant for children. But let's not pretend this is a recent thing with Gen 6/7.