The basic stage itself is completely flat. It will be like this for half the time. This doesn't favour aerial characters at all. In fact this helps to balance the stage more as it won't always give the same advantages and instead slightly change layout the majority of the time. The walls stop the majority of projectiles, preventing people from spamming projectiles in most of them. Heck, I think even R.O.B.'s laser doesn't go through them. Further, you mention the 4 Spears, characters with poor jumps (such as Ganondorf) can easily go between them by airdodging through the spike, it works and doesn't limit your movement between them.* Many transformations favour those who have good jumps. Those who don't are screwed as they won't ever, for example, make it past the 4 Spears transformation without having to use Up B. Meanwhile, their opponents are free to do whatever, sometimes, say, spam projectiles.
As I said, there are many platform transformations, but how is this different than Battlefield where there are always platforms? The stage will always be flat one half of the time, so no, aerial characters will simply get a short 13.33 second boost every now and then thanks to platforms. Wow, so dangerous.* The many platform transformations again favour those with good jumps. Those without cannot catch up to run-away spammers.
You can get stuck in a grand total of..........4/27, yes 4/27, transformations. Oh man, I'm totally counterpicking a stage where I might get 13.33 seconds of being stuck inside of a transformation that just happened to be drawn while I was standing where I needed to be! I'll completely swing the match I was losing in this timeframe and easily depend on this, making it a great stage to counterpick! Seriously, the absurdity of such a thing is silly. You can't even use Din's Fire through the stacked Box's transformation as it won't go through the walls. I assume this is true for the others as well, if my Wii was working I'd test it, however I'm fairly sure it doesn't work as with all projectiles like Pit's arrows. So what, Marth's going to swing his sword through a wall like he could during the melee PS1 fire transformation. Yeah, that's so hard to avoid given the size of the stage and the layout. Each of the four that can draw around you have enough space you can avoid someone attacking you through the walls easily.* You can actually get "stuck" inside of a transformation, like "below" the water on the Boat at Sea tranformation. Zelda's Din's Fire and all characters with a sword say "Hi". Untouchable while spamming disjointed hitboxes, anyone?
During the Two Eyes transformation projectiles won't be going through the wall anyway. You can easily hide during this one from your opponent if you get separated (which is rare considering how it is drawn). The number of transformations that can successfully separate you is 6/27, and they really do a poor job of successfully separating you.* The many transformations where you either cannot make it to the other side or have to take great risks in doing so allows for characters on "the other side" (like the transformation with Two Eyes) to spam projectiles or high priority moves/disjointed hitboxes at you while you're helpless.
The Din's Fire doesn't work. Projectile spam doesn't work. You keep saying "Over half of the transformations" or "many of the transformations". However you're blatantly wrong on this as only those same 6/27 can actually allow you to stall without your opponent being able to stop it easily. It isn't as skewed as you're trying to make it and those 6 transformations have such low chances of separating or drawing around you it's a rare occurrence.Not to mention that I shouldn't have to worry about more than half of the transformations being easily used stall the match since unless I'm Zelda or a character with a sword (or Snake), it's impossible for me to even touch them! Sometimes, I can touch them, but it'd be at a considerable risk. Over half of the cast gets screwed over by, say, Zelda's Din's Fire specifically on this stage. In fact, it's a great Zelda counterpick as most of the time, they won't even be able to touch you!
King Dedede isn't going to magically teleport you next to a wall either. Zelda isn't going to magically teleport into the boxes where her Din's Fire won't even go through the walls anyway either.Also, when Pokémon Stadium transformed into the walled versions, you just didn't go near the walls. It's not like Fox could magically teleport you to the walls. The many transformations of PictoChat are kinda hard to not successfully abuse.
First off, jab-locks and laser-locks are already rare, and successfully pulling one off on cue during a transformation on cue really isn't going to happen. Heck, most chaingrabs aren't going to happen considering the limited amount of space and time given for these transformations. You're ignoring the majority of the transformations which are simply various platform layouts and instead focusing on a select few and very situational consequences. It's ridiculous how you're skewing the facts on the stage to promote your own argument.Also,many of those transformations can be abused for jab-locks, laser locks and chaingrabs, allowing them to go on way past their time.
EDIT: I just went to youtube and did a search for Pictochat. http://youtube.com/watch?v=X5qVDsDHJ4Y
At around 2:20ish you see the spikes appear. Ganondorf easily hops through the stage using airdodges is one thing I noticed. However the reason I wanted to show this real quick is you see Pit's arrow stopped by the wall created. Pictochat's temporary walls are just like any other wall and not permeable to projectiles. And man, it was from feburary and they were still doing fine guiding through the stage despite having little time to get familiar with it.