Exactly what I suggested.As for the escape moves, like Roar / Teleport / Whirlwind, etc, I already brought the possibility of an escape increase upon using those moves up months ago with someone, either DoH or Trainer17, and it was rejected because Pokemon with those moves could just spam them. I think it's worth taking another look at, though. If it was to be implemented, I'd look at limiting it to, say, 5 uses, and raising the flee chance to 70/75%.
Heal Bell removes status, not heal health but I guess this still applies to it. I completely agree with this and I was actually contemplating bringing it up myself at some point. From a neutral partys point of view, we shouldn't allow one side (I.e. the trainers) have such a huge advantage when we wouldn't allow the wild Pokemon to heal, unless it was building up the MCR or something.]While I am here, I'd also like to bring up the healing moves, like Roost / Slack Off / Heal Bell. It's a badly kept secret amongst the pro Trainers that by bringing something with a HP and Stat healing move, you will rarely need to rely on medical items, and imo that's just against the nature of the Park. I'd also like to look at limiting these moves to 5 uses as well - this way they're not completely nerfed and people will need to bring medicines, but they're still worth learning / using in the Park.
Chainy, bow that you're Elite Ranger I think your say is equal to Sam's and DoH's (not sure though). But, yeah, that means you have more say and what not.