Just to keep it brief, since we don’t need to read a 6 page essay about this, we should have a move relearner(an electivire, no past evolution learning, no egg moves, no tutors) in hcs that helps out with the consistency issue of level 1 movesets.
There are an incredible amount of pokemon that have amazing moves as early as level 1, but are locked behind rng in getting them based on how move generation works. Some extreme cases such as Aegislash have 14 moves that they have to luck through in order to get their ideal moveset
A dungeon meant to be run many times over likely shouldn’t have such a variable difficulty scalar applied on the first floor of a dungeon, and only too certain kinds of pokemon. Especially when this applies to a team of up to 4 pokemon that could all have more than 4 starting moves, and one move that is essential to their set.
When the change was made to make it so that recruits could no longer spawn on floors 1-3, one of the justifying reasons was that staff did not want players spamming the first floor of a dungeon they made for some reward rather than playing their runs through. I think this belief should carry through to level 1 learnsets, where I don’t think it’s conducive to good gameplay to have players running floor 1 over and over again for better movesets.
My ideal implementation for the move relearner would be to have an electivire set up on the first floor (or some other npc with the same use) that doesn’t charge anything to use. Alternatives depending on limitations, differing opinions, etc: have a guaranteed floor 1 mushroom(s) (maybe one like the volatile revives in easter hc) drop next to the electivire, add mushrooms as a potential drop in hcs and have the move relearner placed on a later (but not too much later) floor, add some checkpoint/midpoint into the hc with a shop keeper that allows you to buy mushrooms for poke and then keep the move relearner in the same room.
Regardless of the implementation, I think adding a move relearner to hcs would be a benefit for both players and creators of any hc by allowing players more freedom and less headache in choosing pokemon for their runs, without fundamentally changing the intended difficulty of the dungeon.