About dynamax:
First of all, while this question is legitimate, it should have been asked in
the SQSA thread instead of derailing the thread of a metagame that would probably have banned the mechanic anyway. If you have any other questions, ask them there or pm me instead.
Even though Dynamax was not implemented in natdex initially for coding restraints, but also because natdex's identity never was well defined enough to handle new generations either - as early on, people assumed that GameFreak would bring back the national dex, seeing how big the backlash was.
The big question was the following: how do you define what is legal, and how should said legal stuff behave in the game? In terms of what should be legal, It seems like lot of people playing natdex formats seems to agree that old gen held items, moves, pokemon and abilities should be able to be brought into the battle (although there also was an argument made about removing old gen items and moves, like in
this post made by Kalalokki in the PR thread).
But how are these going to behave, or in other words, how should we define natdex mechanics? And from this question stems the whole dynamax vs other generational gimmicks "controversy". Old items and moves mechanics are quite easy to decide : just make them work like in the games where they existed (assuming you could still reach the in-game conditions to use them, because what would be the point of allowing defunct items?). But for Pokemon, which still exist in SV games, how should you decide?
National Dex is trying to emulate what the metagame would be if no Pokemon, item, move or ability was cut from the game. What would Pokemon SV be if everything was
transferrable? Note that if you assume working item transfer, that would induce the existence of Z-Moves and Megas (barring Mega-Ray, which is its own whole can of worms that might deserve its own post)... but not dynamax.
For these reasons, I believe the tldr above is really misleading:
For your information, this Policy Review thread (
link) exists from my initiative, and I guarantee I would have posted it eventually even if there wasn't this whole mess around dynamax, just because in my opinion natdex's identity just isn't defined rigorously enough, and to this day there are mechanics I am still quite skeptical about (Ex: primals not being able to dynamax in gen8 but able to tera in gen9). While yes, it is true that one of the big reasons why dynamax wasn't in natdex early on was because of coding constraints, I personally think that if you want a sturdy definition for National Dex capable of handling next generations it is just not realisitic to try to include every in-battle mechanic that aren't even bound to the teambuilder in National Dex formats, not only due to programming constraints but also because the number of mechanics we would have to decide arbitrarily might expand to a dumb degree, and with it potential new controversies about how new things should work.
This is misleading. The reason why dynamax is getting nuked in the first place is not even related to its status of "generational gimmick". Generational gimmicks are mentionned in the Policy Review thread for two reasons:
-It is a concept needed to define a theoretical natdex identity that would allow dynamax in non-gen8 natdex formats (See: Proposal B in the Policy Review thread)
-To not let two generational gimmicks being usable on the same Pokemon at the same time, taking the Mega-Rayquaza + Z-Moves case as a precedent, and to reduce the amount of interactions that would have to be arbitrarily decided.
Otherwise the term "generational gimmick" is pretty much an arbitrary definition, which exist to name whatever new toy GameFreak invented to make their games more appealing.
Idk what the coders told you but this is definitively not the reason why this didn't get implemented.
Hopefully that cleared some things up. Apologies for derailing the thread even more than what it should have, but I felt like this deserved an answer.