Pokérole is also a pretty good system to run a Pokémon Tabletop RPG with. It relies on a simplified system based on dice pools that still manages to approximate the experience of playing the games fairly closely without getting overly crunchy.
My longest campaign was actually a Mystery Dungeon one, but I didn't use the dungeon generation and ranking systems that they offer, I kept it more custom and narratively based. It worked fine, but I'd suggest to allow players to let players use their pokémon powers more flexibly, to offer a variety of useful items, and to give them the option to unlock more move slots, because the limited moveset was one of the greatest limitations, not only compared to other Pokémon systems but other TTRPGs in general.
That's very cool.
I have a weird question I like adding realism to games. Would it be a good idea to add carry weight or leave that to the players if they want to. Or using pokemon trained templates I found online.
Its just a small grip I have with games
Yep, no trainer classes. It's much more barebones on the trainer side. The diferentiation between them is largely based on what skills they specialize in and what sort of teams they have. I've used it in the games I ran because it was much faster and easy to handle compared to all the stats and bonuses that PTU has, while still feeling like Pokémon. PTU definitely has a lot more options, but it's a lot more work to run.