Raijinken
Smash Master
Your reasoning sounds, to me, feels like you'd rather sacrifice versatility for consistency. Which, while it's a valid approach to balance, I feel like it detracts from the point of having a large roster or a variety of stages. For instance, I find Melee very boring to watch because it's consistently the same six top characters, and the same essentially flat stages with dark backgrounds. It may be very competitive within that limited scope, but there's no reason to sacrifice the additional depth of content the game offers when there is time to make it more varied while maintaining fairness in a competitive setting. Variety also helps draw spectators, adding to the potential growth of the game as an esport.All this speculation is great and all, SSB4 is throwing us some big curve balls. FD mode and FD-focused balancing, stages generally being more extreme then before, (at least on 3DS,) the extreme nerfing of SDI, and what appears to be the end of chaingrabbing are all going to change our perception of legal stages.
I don't know, I'd prefer to stick to FD only or the neutral 3 because it's simple and easy. I just think it's alot of work for not much for making more stages legal. If we can get one stage without some kinda chaingrab nonsense or infinites I'd play on that all the time because it's consistent.
Of course, as has been mentioned, there's always potential for different regions and TOs to run different rulesets. I just hope we avoid the mob mentality that can come with quick pruning of stages and declarations of bans without detailed analysis. I want the game to be as versatile and enjoyable to watch while maintaining that competitive fairness.