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I am quite late to the party on this, but...Both Alpha and Omega modes are bad for the game. Stages with hazards that are carefully balanced make for great casual play and counterpicks and many of the earlier SSB stages managed to be both fair for competitive play and interesting to fight on. Adding all these extra modes, however, gives the developers free reign to throw balance out the window and make stages that aren't even fun for casual play because you're having to spend the entire game fighting the stage rather than eachother.
Hell, look at Digimon Rumble Arena 2. Only one stage in that has been free from complaints by my friends and it's the absolute most hazard filled. Why? Because it's their equivalent of FD, made specifically for the boss battle. Initially quite simple and flat in design, the stage soon starts throwing in practically every hazard they could think of but it signposts them all well and balances them such that most aren't too devastating. Only the falling floor can catch you out and, unless you're very campy, you should never be in a position where you can't move away unharmed if you're paying attention.
The need to react to hazards is game changing in that it breaks up infinites and prevents spam, forcing more thoughtful play while remaining mild enough that the PvP is still the main focus.
It's not a good game by any means but it's a good stage and a good example. Not sure how well documented it is but the stage is called "Chaos Wasteland" if anyone's interested.
If you don't like the alpha stages, then don't play on them. The original forms are still there for you to enjoy.But, at the same time, Kalos' adjustable height platforms, for example, would be a sad loss And an adapted Luigi's Mansion would not be Luigi's Mansion anymore. Not every hazard is detrimental to gameplay like the ones that warrant a ban or even those on Halberd. Some can genuinely promote interesting gameplay and/or player interaction without breaking the game.