If enemy trainers had more access to items, the regional gimmick, and friendship bonuses, people would not complain about the difficulty.
Also PvE should never be use to train PvP in pokemon.
High level PvP is about multi-turn play and mind games.
High level PvE is about executing smaller, more impactful actions on a turn by turn basis. Because of revives, fainting becomes more of a gameplay mechanic as opposed to a glorified lives system, one you have to manage in order to succeed. Items completely change the game, just by giving you healing that isn't restricted to moves and the ability to cure status effects.
The necessary skillsets for both are almost completely opposed to one another.
Also PvE should never be use to train PvP in pokemon.
High level PvP is about multi-turn play and mind games.
High level PvE is about executing smaller, more impactful actions on a turn by turn basis. Because of revives, fainting becomes more of a gameplay mechanic as opposed to a glorified lives system, one you have to manage in order to succeed. Items completely change the game, just by giving you healing that isn't restricted to moves and the ability to cure status effects.
The necessary skillsets for both are almost completely opposed to one another.