I disliked the slow move on release of gen 2 and am really happy they swapped back. Basically moves like Razor Leaf became better in BOTH offense and defense; where previously you would want the fast move for attack (2-3 hits and then dodge meta!) and the strong move for def (bubble vs watergun on defense). The lockout on fast moves simply made vine whip, frost breath, watergun, and all of the spammy moves bad in every situation compared to the more powerful typically defensive movesets.
Latest move rebalance
Anyone hate how Niantic reversed the move change back to its original state? Making quick moves fast again? I personally loved it because it made dodging harder. It made you think while choosing your mons to battle and actually plan a team. It made it fun for me because everything became a bit harder. Wbu? Did you like when it was slower or do you like how it is now? Now hyperbeam is so easy to dodge and my Vaporeon could take out 3-4 1700-2400CP Mons weak against water.
Answers
I think it's generally a good mechanic to have fast moves for attacking, and slow moves for defensive purposes. It allows us to collect different types of mons for different functions, and it also means that there won't be one single moveset that is best for attack/defense for every pokemon.
A good example is Dragonite. Before the rebalance, DT was just flat-out better for attacking and defense, but now DB gets a slight edge in situations where the attacker is dodging. DT is still usable on offense, but it's much more tailored to defensive Dragonites.
How did it make dodging harder? The timings were so slow that for most attacks, you couldn't reliably hope to get off even two fast attacks between dodges. So it was an extremely boring, slow, methodical alternation between tap once to attack, swipe once to dodge. With quicker fast attacks, there's more at play in terms of how many fast attacks you can get off between dodges. You can get off more fast attacks if you have precise, well-timed dodges. You also have a little bit of gambling/risk-reward in terms of trying to get off an extra fast attack, hoping that the defender has a higher than average random cooldown.
I like the way it is, after they finally stopped messing around.
We now have a choice - we can stand and deliver without dodging, dealing mass damage but risking a beating.
Or we can take fast lower damage moves and dance around anything that the opponent throws at us. Nearly every mon has a choice that you can make to suit the way you want to play.
I find this a great improvement.