Your claim was that Colorless Pokémon are prevented from seeing success because of a lack of Energy acceleration. My claim is that is not the reason why they aren't seeing more play, and to prove it a counterexample is all that is necessary. Pikachu ex is one of the best decks without Energy acceleration, so it must not just be a lack of acceleration that is holding Colorless Pokémon back—it must be something else. That is all I intend to establish.You're taking something that is true about every single high % winrate deck outside of Pikachu and saying "well, it cannot be true, because of Pikachu". All of this while also ignoring every other point in the selection you're quoting.
This is the discussion that my previous comment leads into—why is Pikachu ex successful but Colorless attackers aren't, despite them both lacking Energy acceleration, and why is a Mewtwo ex successful with a 4-Energy attack. You state "the main number that matters is the amount of damage a Pokemon can do for the amount of Energy that needs to be attached"—that is missing half of the picture.Pokemon TCG is ultimately a race game. Outside of random factors, the main number that matters is the amount of damage a Pokemon can do for the amount of Energy that needs to be attached. For most Pokemon that is relatively balanced, so acceleration is the decider between which decks are good, and which are not. However, if you put a Basic damage stick with 2 for 90, that's an amount of damage that's faster than any acceleration available (barring lucky Misty flips).
If Lightning had acceleration, it is very possible Pikachu ex would use it anyway. But 2 for 90 is an equivalent of acceleration, by just cutting Energy costs from an obviously overtuned attack.
To put it in simpler terms, if Pikachu ex was, instead, a "1-for-150" damage stick, it wouldn't suddenly make it not true that acceleration is extremely important for meta decks, it would just mean there's now an overtuned card that doesn't even need it.
The number that matters is the average number of points the attack gets you each turn—and that counts the turns and resources you have to spend powering it up. If an attack costs 10 Energy and does 100 damage, that card's attack is not weaker than 3 Energy for 100 damage as long as it is equally easy to get 10 Energy cards on the one Pokémon as it is to get 3 on the other. Type-limiting Energy acceleration allows the game designers to balance this on a type-by-type basis.
If the game-designers had a certain power-level in mind for a new card, they wouldn't print the same effects if it were Psychic type versus Dark type, for example. If 3 Energy for A damage on a Basic Psychic type Pokémon is equivalent in power level to 3 Energy for B damage on a Basic Dark type Pokémon, that doesn't mean A and B are equal. That's the advantage of restricting Energy acceleration. The game designers get to release cards with equal power levels but completely different effects.
There are thousands of combinations of possible archetypes in TCG Pocket, and the reason they don't all see play is because they're not all equally powerful. If you un-restrict Energy acceleration effects, it's at least near equally likely—and I think more likely—that that would increase the disparity between decks, not decrease it. You can play Mewtwo ex with any number of partners right now, but the one that is the best sees all of the play.At the same time, not Type-gating effects that don't have a strong reason to be Type-gated is a pretty clear way of increasing the variance of the game and promoting 2-color decks. This is true for most TCGs.
Such a change would mainly influence decks that currently don't have acceleration at all. Articuno is not going to switch to Gardevoir, Mewtwo won't suddenly run Misty. And, even if they sometimes do, you get two versions of the same deck on the ladder, which is objectively more variance.
Just because something can be done to improve the format in the present does not mean that it would be a positive change for the game in the future. The fact that we even have as many viable decks as there are with a cardpool this small should be viewed as a positive, not a negative.As opposed to launching the ladder and playing against the same four decks over and over again, because they're so above the rest in power that there's no reason to play anything else?