Honestly: Eh.
Things like an open-world model and crafting are trends that sprung to prominence in the 2010s. Literally, every other game was touting its "sprawling open world" and "unique crafting system" as a selling point.
And I just, have never ever cared.
I liked Paldea. For Game Freaks genuine attempt at a fully open world, it wasn't too bad at all - it was fun to explore with some decently varied terrain. It was fun to hunt down Pokemon, and the fact that items "dropped by travelling people" continuously spawning in the overworld kept things feeling alive.
They still didn't quite land the level scaling issue by giving the Gym Leaders fixed levels. Don't get me wrong, there needs to be some limits in place to prevent players from lucky-catching a level 65 Garchomp and steamrolling the game, so the obedience-caps was a good touch, but the Gym Leaders should check the level of your strongest Pokemon, and use a different team accordingly. Seriously, Pokemon Origins spelt it out years ago and it's perfectly easily coded.
With all of this said, I can take it or leave it. I've spent some time replaying gens 3, 4 and 5 this past year, obviously none of which are open world. They're still plenty of fun. So if Game Freak decided to go back to a more linear type of gameplay, that'll be fine too.
Sidenote, I will never need crafting in my Pokemon games. It's just an extra unnecessary layer of inventory. Gimme the items, not the items-to-make-the-items.