^ I said that too when it came out, but there's a couple things to consider against that argument.
Would you run a 56 card deck if you could? Or the better question: why do you play a 60 card deck? Right now, you have to play a 60 card deck because the rules mandate it, but if you could play any number of cards in a deck, what would be the optimal number and why? In Magic and other similar TCG's, the fewer cards the better (to an extent, of course) because it makes a deck more consistent. But in Magic, you won't see all of the cards in your deck due to the lack of heavy draw, whereas in Pokémon "resource management" is actually a concept that needs to be taken into account because you could actually run out of a card that you need. I've asked the question of whether an item that said "draw a card" on it would see a lot of play, because all essentially that item would do is allow you to run a smaller deck. I still don't know the right answer.
But Acro Bike is even better than draw a card--it gives you more options. However, it also potentially forces you to burn a valuable resource--probably not a big deal considering Juniper is played as a 4-of in every deck, but something to consider nonetheless. So the question really comes down to whether your resources are more valuable than your consistency. It's probably something that needs to be tested in each deck to understand whether it works in that deck. The other, obvious major issue with Acro Bike is Seismitoad--which complicates things because all of a sudden it's now a dead card in certain matchups.