If you're talking about importing mechanics more completely from the video games, why would you not want x2 weakness?
Literally answered that in the previous post.

Between being a longer post and some potential wording issues, I can see why it wasn't clear; sorry about that.
Importing mechanics in an incomplete manner can cause problems just like using ones that simply don't work well in a TCG environment unlike in a video game (if they work well even in the video games).
Importing incomplete mechanics is a problematic
but I likened that to how some video game mechanics don't work well in the TCG.
At all. Said mechanics at best can only carry over through heavy modification and at worse must simply be abandoned. Some don't work all that well in the video games, at least as far as I am concerned. Of those options, I'm not sure weather Weakness needs extensive alteration to work or should simply be dropped altogether as frankly Pokémon taxonomy is both overly complicated and also inhibits design. So many Pokémon like Charizard that need a special "gimmick" because they clearly need a third video game Type.
x2 Weakness just doesn't work; it was abandoned the first time for a reason and that is it just adds far too much damage to attacks to be easily balanced (perhaps balanced at all). This isn't a video game battle where at the tournament level players are all going in with their full teams all set-up and so doubling the damage easily unbalances things.
My reasoning for saying that video game Weakness mechanics don't work is what I just quoted. I can also add that even if we assumed the video game Weakness/Resistance/Immunity system was perfectly balanced, the TCG lacks all the video game Types, only gives Pokémon a single Weakness or Resistance: never an Immunity and we haven't had multiple Weakness or Resistance on a card since what, the Platinum block? In the video game 2-player matches (and championship tournaments held in real life) also have you start with you team fully prepped instead of having to build up from possibly a single Basic Pokémon chosen semi-randomly (that is, from your opening hand drawn from your sufficiently randomized deck). If you want to use say Charizard in the video games, you bring your Charizard to the match and it starts with whatever Item you choose to give it, full PP, full HP, etc. For the TCG you have to build it up from
Charmander or run a
Charizard-EX and neither start with Tools or Energy.
TL;DR: Damage doubling Weakness was how the game began and they changed it because it didn't work. We went back to it and it
still doesn't balance properly, especially factoring in the requirement of Evolving (if you're going to Evolve) during a TCG match (it happens outside of video game matches). So while I believe video game mechanics should be incorporated as best they can into the TCG, when it doesn't work,
it doesn't work.
