Looking at all these, I can't help but wonder if Drive's mediocre monetary performance when it came to toy sales influenced a simpler and more cost-effective approach to the gimmicks of subsequent shows. I start this list at W to exemplify my point because that's when KR took its merchandise-driven nature up several levels.
Double: Large USBs with nigh-identical modes, but unique sounds barring some of the more "special" kinds
OOO: They're just Electronic Medals
Fourze: Individual Switches with much more elaborate and distinct molds
Wizard: Something of a successor to the "scan" tech used by the previous "card" riders and OOO although the rings are more complex than either of the trinkets used in the type that don't require anything to be "slotted" in for basic usage.
Gaim: More analogue than Wizard and deceptively more basic than Fourze, the "flaps" allowed for some extra flair with a number of the Lockseeds having distinct shapes to accomodate the larger fruits and electronics called for.
Then there's Drive, with a fleet of over three dozen Shift Cars, Bikes, and Cores. Each with their own unique design (barring palette swaps like HIGH Speed or Dark Drive's set) and possessing in addition to working wheels, two major points of articulation on their backs and bottoms that allow them to act as "levers" in conjuction with the Shift Brace which is, like OOO's and Wizard's paraphernalia, is necessary for the activation of the belt.
And then what comes after
Ghost: Eyecons are much more basic, many of which are only distinct due to their colors and what's printed on their respective "fans"
Ex-Aid: Very interesting as all the electronics are in the Gashats with basic deluxe belt set not requiring batteries at all. However, most Gashats are cut from the same mold with only their colors, stickers, sounds, and the silhouette on the "cartridge" encapsulating their major differences
Build: Much more physically diverse than the Gashats and Eyecons