Can you elaborate on the part where you mention 'it prevents counterpicks from feeling truly like counterpicks'?
Are you able to tell us about some of the situations that caused this feeling?
From our testing it does the opposite.
The loser gets to truly counter-pick a stage for the following matchup. as opposed to counterpicking and the winner being able to simply not care and pick a different character.
What rules are clashing when you say taken together?
Will you press on and keep trying until people become more comfortable? as you say, it's 'only' been 2 weeks. it could be a matter of 'i don't like change' being displayed.
Keen to hear your opinions.
I'm still collecting opinions and we will hold a proper poll after 3 more trials (June 4th, June 11th, and June 18th). We are currently running Character First, Pooled Bans (Loser offers a pool of 3 stages, Winner chooses one to play), and 7 mins.
There seems to be no consensus, but players who dislike the rules are very loud and players who like them or don't care are silent. When I specifically ask for opinions from individuals, I so far have gotten an equal enthusiasm and hatred for the rules. Unfortunately, either way the reasonings for their opinions were misinformed, almost 100% of the time. When actually asking people to explain what they loved/hated about the rules, very few were able to explain why, at least without me poking holes in their arguments.
When NZA says people felt like counterpicks weren't counterpicks, he is referring mostly to the Pooled Bans rule. Some people were confused by it, thinking that the Winner chose the pool and then the Loser had to pick from that. Even among those players who were not confused as to the actual rule, the words "winner chooses which stage to play" sounds like the winner has more choice than the loser, and thus it is not a counterpick. When I point out that it is the same as "winner bans 2", most arguments against the rule are left with "the loser still has to show their hand, and I don't like that", which is a valid argument.
As expected, the character first rule makes dual mains unhappy and solo mains happy, but not for the obvious reasons. Instead of everyone realizing that this weakens dual mains by making character counterpicks separate from stage counterpicks, all of the dual mains say "now I can't switch when I get a bad stage" (as the winner) and all of the solo mains say "yay now they can't switch when I get a bad stage" (as the winner). It seems like everyone feels that switching to negate the stage is an acceptable consequence of stage first, but everyone either doesn't care or dislikes when someone doubles down on the stage counterpick with a character counterpick. This is quite interesting. Also note that anyone who dislikes getting surprised by an unknown secondary appreciates this rule for removing the "research my opponent" aspect of character counterpicks.
Again, as expected, there are very few supporters of the 7 min rule, and a grand majority of players do not care. I think that, in general, most Smashers do not want to support timeout as a victory condition, as Smash plays differently from other fighters. The ability to run away without being forced into a corner makes timeout uninteractive, the ability to get invuln frames when pushed into a corner (ledge) makes defensive camping a legitimate strategy, and having multiple stocks makes hype timeouts extremely unlikely. As much as I personally would love to support timeout as a win condition (if only because it gives the person who is "losING" an incentive to interact), I believe it is objectively inappropriate for Smash.
Furthermore, and again as expected, there is a LOT of resistance to change. I have heard many complaints about the "stupid TOs" making "stupid rules" and "messing with something nobody was complaining about". The "why fix what ain't broke" sentiment is strong, and the players that are convinced that the current system is best are the best players. In other words, these are players who are used to playing by these rules (for many, many years), have been legitimized by these rules, and believe in these rules. If change were made I'm sure they would at worst grudgingly accept while constantly grumbling about the good ol' days. They would get used to the new rules, become re-legitimized with the new ruleset, and maybe come to like them.
I will update when I have more data.