Would you folks enjoy the day where there are pokemon cards with over 300HP?
Yes. Even if the rest of the design approach for the Pokémon TCG that I wish to change remained the same, at least inflating HP scores to something more in line with the TCG (where they range from 1 to over 700) gives the designers more wiggle room for effects. No I don't want individual units of damage, increments of 10 is good! Giving more HP allows for a wider range of damage scores and effects to prove functional, instead of needing a strong non-damage related effect to offset reduced damage (like with Quaking Punch).
Now if design principles are adjusted at least a little like how I would prefer, then we could get better pacing with match ups built around newer cards versus newer cards. How so? Because I want the current damage output to either remain the same (power stasis) or be taken down a peg (power crunch). When HP scores remain the same, that simply means the new cards are mostly bad, but if we inflate their HP scores, then we can achieve an odd sort of balance. Though a gross simplification, basically everything old becomes different levels of glass cannon while everything new becomes different levels of (low damage output) tank.
I was a bit worried about tracking increased HP scores, but then it hit me: money. U.S. coinage provides an almost perfect model for it; doesn't mean people have to actually use coins for it, but hey in some countries this adds to the "useful life skills" Pokémon teaches. When a penny equals 10 damage, a nickel equals 50, and a quarter equals 250, we get a pretty good set up. Dimes being smaller than everything else might mean they ought to be skipped (as I just did), but this means even someone showing up with no damage counters just needs to make change. Even if a competitive deck featured something boosted to 1000 HP, this would mean you needed no more than three quarters, four nickels, and four pennies (at 1000 HP it gets KO'd so 990 is the most damage you'd have to denote).