The big issue is that all definitions are tautological, aka all definitions of what "true competitive" means are self-reinforcing.
Imagine it is widely understood that "true competitive" Smash players only play on FD. This means all the top characters and top players are those that thrive on FD. Being good at Smash means being good at FD, and being good at FD means you are good at Smash.
In comes a player/character who is less good on FD, but is an expert at platform play:
- He uses them to mix up his disadvantage.
- He uses them to push his advantage.
- He understands how they fit into the neutral of the matchup.
- He sets up resets and vertical KOs.
- He ledge drops effectively.
You know how the FD-only players would describe all of this?
- Jank.
- Jank.
- Jank.
- Jank.
- Jank.
Because this "isn't competitive Smash Bros."
See, we've already established that this guy isn't as good of a player on FD, because being a good player means being the best at FD. If he beats someone on a stage with platforms, you know, with his platform skills "jank", then that's just a bad player bettering a better player. Which PROVES how non-competitive platforms are, since the better player should win.
Fortunately, only faux-casuals deny the validity of platform skills; real tournament players have always played on more stages, and we have the legacy of Dream Land 64 + unbalanced FD matchups to thank for that. But these skills are constantly denied:
- Utilizing slopes.
- Being forced into an opponent's position.
- Capitalizing on a transition.
- Navigating advantage/disadvantage on a walk-off instead of off-stage.
- Capitalizing on hurtboxes in the neutral.
- Dealing with extra-high platforms.
- Pressuring your opponent into a hazard.
All of these valuable and interesting skills get classified as jank, like FD-only players ****ing on platforms.
Of course, there are some skills that exist in the game that we can't really include. For example, there are all sorts of interesting item skills in the game, but trying to include them invites unacceptable amounts of random outcomes. And some of the interesting stage skills have similar baggage, such that we have to be selective. (For example, walk-offs are a huge part of the game, but we can only include them in tournaments as part of transitioning stages, where they cannot be camped to stall.)
FD-only would obviously grant a large advantage to certain characters, but there's a broader trend. Conservative stage policy has historically favored static stages that overemphasis the static neutral. Which happens to be what the top characters, and the top players who play them, are best at. It's a political self-reinforcing inevitably.
This probably sounds depressing, and to some extent it should be. But I'd urge you to remember what a
small component tournaments themselves are, even of
competitive smash. I've played
a lot of tournament sets, but I've played over 10 times as many
competitive games outside of that. And in those matches, the vast majority of my enjoyment with Smash Bros, I can play whatever the hell I want. On my copy of Smash 4, there are 13 great stages and WFT + Palutena + Ganon are good characters because they have good special moves. No one can change that reality.