This probably isn't pressing, but the summaries for Arm Thrust, Assurance, Avalanche, Barrage, Beat Up, Bone Rush, Brine, Bug Bite, Bullet Seed, Charge, Comet Punch, Crush Grip, Double Slap, Echoed Voice, Electric Terrain, Eruption, Flail, Fling, Frustration, Fury Attack, Fury Swipes, Fusion Bolt, Fusion Flare, Grass Knot, Heat Crash, Heavy Slam, Ice Ball, Icicle Spear, Knock Off, Low Kick, Magnitude, Me First, Payback, Pin Missile, Pluck, Psywave, Retaliate, Return, Revenge, Reversal, Rock Blast, Rollout, Seismic Toss, Smelling Salts, Spike Cannon, Spit Up, Stored Power, Tail Slap, Triple Kick, Trump Card, Venoshock, Wake-Up Slap, Water Shuriken, Water Spout, Weather Ball, and Wring Out still mention base damage. Facade and Fury Cutter's summaries are also misleading in that they say that "damage" is doubled when instead the base power is. It's also kind of weird that multihit moves list whatever the base power for one hit would be, instead of * like other moves with variable base power. (Many summaries are also inconsistent between mentioning that a move's base power is "doubled" versus "increased to [double the original]%" but I don't think this is important.)
Completely unrelatedly, Present's summary doesn't account for the fact that it can only have 40, 80, or 120 base power iirc. Present's summary and description don't mention the amount it heals the opponent if it does, either; in the games it's 80 HP (8% health?) in Gen. II and 1/4 max from Gen. III on, according to Bulbapedia. Struggle's summary and description don't mention the amount of recoil the user takes, either.