So, I just had an idea.
Project M is unique in that it has a ton of viable competitive stages. It also has the problem of often having stagelists that are not balanced very well.
The problem with just including every single competitive stage is that you have to also have like 3 or more bans, which makes the counterpicking process long and difficult because you have to consider every single one of the many, many stages in the context of that particular match-up and then ban the ones that you'd rather avoid in that match-up. Large stagelists cause stage selection to be very time-consuming a lot of the time, and tournaments with large stagelists often go late. That's why smaller stagelists are preferred, even though almost all of them have balance issues.
Since PM is in such a unique situation with its stages, what if we revised and streamlined the counterpicking process for Project M? Here me out and keep an open mind:
Instead of the winner banning x number of stages, and then the loser selecting a counterpick out of the remaining stages, what if instead the loser first selects like 3 stages that he would like to play on in that match-up, and then the winner bans 2 of the 3 (or picks 1 of the 3, same thing).
In this way, the counterpicking would be much less time-consuming, since it wouldn't be a matter of trying to anticipate what the opponent will want to play on and then banning those stages, but would instead be about the opponent picking their top options right off the bat and you just decide which one is the lesser of evils. Since the process would be much simpler, potentially every single competitive stage could be included in the stagelist instead of trying to limit it to a small amount and trying to balance it by omitting many popular stages. This way, every character would have several strong stages, and it might be well balanced.
Does this make sense, or am I speaking nonsense?