It's a different interpretation of "Dark" as an attribute. Gamefreak's Dark type is less about actual darkness and more about fighting dirty, which is why the majority of dark moves are just cheap fighting moves like sucker punch, etc. I'm going for the more literal interpretation of Darkness. Fire is commonly used to ward off evil and cleanse evil objects etc. It does make some sense in that context. Also without fighting Dark isn't weak to anything other than Light, so it needed another weakness to be balanced.>removing Bug and Fighting
I reduced the types specifically because I wanted a higher amount of mons per type. for example, with 18 types and 200 mons, if you split each slot evenly among the types that would be ~11 pokemon per type which isn't much considering there will be 3 stage and 2 stage mons. That would bring the total number of fully evolved mons per type to around 3-5 depending on how many stages each unique line gets. With 14 types that 11 becomes a 14, which means ~4-6 fully evolved mons per type, enough to fill a potential E4 team with. That isn't really counting dual types but It still is significant enough to justify. Basically the more types there are the more monsters you need to make to have a reasonable number of each type.>light type
I know. But I'm not leaning too heavily into the "Holy" aspect, It's more like literal "Light". The moves are also suitably generic such that other typed monsters are able to learn them without it feeling out of place. Currently My light types consist of 2 Bioluminescent Eels(Water / Light), and a Hand bell and Church bell. (Steel / Light).