I don't think being turn-based would be such a detriment to competitive Pokemon being "exciting" if the UI and presentation wasn't such a nightmarish, redundant slog.
Take status effects, for example. If a Mon is poisoned, the game types out "MON is hurt by poison!" lets that sit there a second, the pulls the camera, plays a poison animation, THEN relatively slowly lowers the HP bar, then pushed the camera back in, THEN continues with the match."
Why can't it just play the animation and lower the life bar at the end of the turn, simultaneously for any Pokemon under the same status effect, and get right back to the battle? Some of us have been playing Pokemon for almost 2 decades - we know what poison and sleep and confusion, etc. are - we don't need to be reminded twice per affected Mon every single turn.
Pokemon would be a lot more tolerable in-battle in general if the UI wasn't always waiting and pausing on every line of text and animation before moving to the next one.
Pokemon Battle Revolution nailed the speed and flow of attack animations and HP updates, but it still lingers on text boxes a bit and has a lot of opportunities to SHOW instead of TELL. There's just a lot of fat to be trimmed from Pokemon's presentation.