I cant' say I completely agree. I've competed in events that used the proposed procedures described in the Project and it definitely does not solve even half of the few I mentioned above (most importantly the failure to create a 'balanced and deeper' game and a divide in the community that creates more issues than solves).
I'm not really interested in making the Project out to be some kind of Panacea when a smoothly running tournament with the attendes being happy is more important to me.
From my own experience I solve (or should say prevent) all "problems" by just keeping Custom Fighters at its default setting (OFF) for competition.
My personal opinion is that adding more rules on top of additional rules is not going to make the game more appealing to new or returning players.
That's a fair stance. Personally, I don't see the divide getting any worse than it already is (as I expressed above), so dividing the community is less of a concern to me than it is to many.
Of course, custom moves don't solve balance. No amount of custom moveset implementation has removed Diddy or Sheik from their lofty perch (only balance changes, since those affect normals, seem to impact that). It's hard for a project designed to implement niche moves to have a sweeping impact when specials, by nature, rarely have a sweeping impact.
I ran a custom tournament myself a month or so ago. Maybe it was a matter of the attendees' tastes and experiences, or some other additional factor, but adding the customs had no observed negative impacts. Then again, there were no Diddys, Sheiks, DKs, or Villagers, only one Rosalina, and most of the entrants were used to playing friendlies with the Moveset Project on. I copied movesets to consoles throughout the tournament and simply allocated people based on their preferences while that was under way. It also helped that I had enough setups to keep 1-2 perpetually on friendlies, which gave people less exposed chances to practice.
Jank or variety? Well, it just comes down to opinion. I have to say I've shared both views.
Although when people get variety-camped by Villager and variety-spammed by Variety Kong I might have to value my attendees opinions more.
I've observed (at least in my own play) that Villager's customs effectively function to extend any regular advantage he has in a matchup. If a matchup favors him, then the trip sapling and exploding balloons make it unbearable. If a matchup doesn't favor him, they won't help. My personal practice against a Janky Kang player has perhaps dulled my sensitivity to issues others have dealing with Kong Cyclone, the best I can suggest there is to practice punishing it, and don't go to Battlefield. Naturally, the voice of the attendees matters most, and while yours may reasonably be opposed to customs, I've fair reason to think my attendance would have been halved with the customs off.
So, by your logic that FD is "not good for everyone" and there is "no 'good' stage for 'everyone'" then it would conclude that a competition couldn't even be started (Stage Choice must happen).
Obviously this is classic reductio, so I have to ask you then what is the standard for Stage viability?
Simply put, I think there is no standard, and that's an issue. What I call a "viable" stage includes at least 5 or more stages that very highly skilled players would call utter nonsense. But my point is that we, as the players, must make the call. Do we run with an unfair system (we always have, realistically speaking) and accept it as status-quo, letting the tiers fall where they will, or do we manually adjust that system iteratively until we reach a point we feel is better? Customs are the same - some characters benefit greatly, and the best characters see no change, so at a practical level, the highest levels of competition don't get anything but salt and time consumption from implementing them. Likewise with stage selection. The simplest method is Final Destination. The most complex solution is literal full-list stage striking. The degree to which we're willing to add procedural complexity for the sake of balance will (and does) determine competitive validity for a number of characters.
With Smashville as the legacy "crowning achievement of stage balance", it's little wonder Sheik's so fantastic, seeing as a vocal portion of her discussion boards think she is favored in all matchups on the stage. If we, as a community, are accepting of that, or simply too cautious about our attendees and players to change it, then we've simply got to put on our sunglasses and deal with it.
Customs never worked out for Brawl very well, do you think there's a chance for these kind of Custom Stages to be used now? I haven't kept up with the work being put into it, so I might be missing something.
I believe the current Builder is vastly more flexible than Brawl's with respect to making competitively "viable" stages. I toy around with making things inspired by "Close but not quite" stages (Stages inspired by Brinstar and Temple are some favorites in my personal friend group), and there're threads elsewhere demonstrating how we can use the builder to either emulate past successes (Stadium 2 without transformation, for instance), or create new ones through thoughtful design. There could, however, arise consistency issues that could only be resolved through a fully-obeyed honor code (idealistic at best) or a lengthy setup and verification time. For instance, running a version of Fountain of Dreams that has a platform cycle more quickly than the rest of the setups, due to tampering. Avoidable, but just like running an online tournament with customs, exploitable and difficult to notice, and even harder to find a culprit.
On the inverse, there's no current way to quickly share stages (it can't be done via SD like they could in Brawl, quite probably to avoid StackSmash-type exploits). For smaller scenes, it may be quite feasible to add each console as a friend and share the stage directly, but for larger events? Extremely impractical. It's an area I'd like to see explored, but in contrast to custom moves, I haven't seen or heard of an effective solution to the logistics issues.
Not sure if comparison to other games (especially those outside the genre) is a strong factor to take into consideration. Another issue that could arise from blind imitation is if these other communities make a mistake then it's carbon-copied right into our own mistake.
But I do think you are correct in looking outside our circle of community to see what benefits we can partake from. The next step would be validating what we'd look to borrow.
It's an inevitable issue with any emerging scene. Even within the Smash series, we've seen changes come about due to analysis of things that used to be accepted. It's very good, and useful, to have theorists and skilled players both spend time analyzing rules before carrying them over (for instance, debates on walkoffs with the removal of chaingrabs, or the impact of stock and time amounts, or even stages of the same name and nearly-identical design).
This sounds like it's just a matter of the community growing up and accepting the designer's rules so we have a standard to compete with rather than the endless debating and whining that don't matter in the long run and looks to harm the community as a whole.
Is that what you were saying? I could see some merit in that, but I'm not sure that's going to happen with the general community.
Personally, I'm not sure that's the way to go. I'd be interested in seeing what happens, but like you say, I don't expect the general community to adopt. It's too large an unexplored area to accurately predict the impact. But whether we grow up and accept the designer's rules, or grow up and cement our own as a community, we need to grow up somehow if we want our game to thrive.