Actually in short the whole list was pretty bad and those were the most obvious, glaring problems. I could go into a million word explanation of why every last detail of the list was bad which would require me to dig up the entire list again among other things I'm not going to actually do, but the most efficient way to address something like that is to point out the most obvious problems, state the conclusion a million word post that went into dozens of problems would have reached which also would have been super harsh to direct at someone who clearly just didn't think it all through, and move on unless the person who posts something like that wants to begin to justify themselves which would involve actually going into their game theory and then we have a discussion. That never happened there so it ended at that. That's pretty cut and dry. The fact is as well we'd already had substantial discussion at that point about why a stage like Kongo Falls is bad as my memory serves. It's not my job to continually repeat those things; it's incumbent on those with the overwhelmingly divergent opinions to give some reason at all for why their viewpoint is what it is or even just ask a question like "what's wrong with Kongo Falls?". That guy was free to do that and chose not to and the discussion ended there. Your criticism on this point seems kinda absurd to be honest.
I'm also in awe of having me, of all people, called closed minded on stage legality. It's hilarious given my history. I think I was very clear, very reasonable, and actually generally pretty open minded throughout. Every post I have made has been generally quality here; I take this topic very, very seriously, and I have spent a rather large amount of my time pouring over every detail about stages in Smash Ultimate I can. I could go into a long explanation of why my posts were clearly proper, but frankly it's totally off topic as are your claims that somehow my posting style is unreasonable. This thread is for discussing stage legality, not discussing discussion of stage legality.
On that note, let's ignore various other antagonistic things you're saying (this thread is full of explanation that is apparently sufficient for almost everyone else), let's discuss Pilotwings really. I was originally going to go into that very long explanation in the last post anyway but decided we didn't really need a few thousand words written about Pilotwings when it's such an obviously bad stage, but you asked for it (see that's how it works; people have to actually ask about things for the discussion to happen) so now we're going to have a long discussion over Pilotwings. I find most of what I'm about to say here obvious, but I do think there may be a class of people who will find an extremely detailed breakdown of how an obviously terrible stage is terrible useful and a lot of the lessons here apply to why so many other terrible stages are terrible. Let's spend a long time actually breaking down why Pilotwings is non-ironically worse than almost every stage you listed as apparently obviously worse.
Pilotwings is mechanically similar to Prism Tower in that it is a "touring" stage that follows a preset script through a very small number of forms. In this case, Pilotwings has only two forms: yellow plane and red plane. Each form has the following basic mechanics:
Yellow Plane: The plane itself is one very long flat platform with two super tiny "water wing" platforms underneath each wing. The very center of the plane is a solid block through which fighters may not pass, but the wings are passthrough floors like the bottom of Kongo Jungle. Stage tilts rather severely based on movement through the background elements.
Red Plane: Like with yellow plane, only the center of the plane is a solid object preventing fighters from passing through. You have a lower "main" ground that is passthrough like yellow plane wings divided between each side of the plane forming the lower part of the wings and two platforms extending all the way into the central plane forming the upper wings.
So what are the gameplay dynamics of both?
On yellow plane, you can jump down to the water wing underside platforms and camp easily. They are absurdly unapproachable due to their microscopic size (much smaller than even Kongo Falls rock), and they require extremely large moves to reach which mean that unless your character is in the absolute top tier of safe aerial navigation (like Bayonetta level at a minimum) you're going to get killed for even trying to approach like that (imagine someone like Little Mac, Ganondorf, Bowser, or Cloud even trying). Even worse, they form a figure-8 loop structure so even if somehow you figure out the strategy to approach it doesn't even help you. Consider the following strategy: Go to one of the water wing platforms and wait. As soon as someone commits to an approach which moves them way below the stage, jump up through the wing. Immediately run to the other side of the plane and run over to the other water wing and begin camping it. From a stalling perspective, this is actually MORE powerful than a traditional circular loop. A traditional circular loop requires your mobility to be greater than your opponent's for it to be permanently sustainable. Here, your mobility can be worse than your opponent's as long as it's not too much worse (like Dedede probably can't stall out Sonic here, but Captain Falcon could). Therefore, this layout is fundamentally even more degenerate than something like Temple or New Pork City. It's truly something special.
On red plane, you have a structure very similar to the stage Venom. What is the meta on Venom? Well, if you want to camp (and of course we want to camp), you go to the lower wings and station yourself against the wall. Now, what does your opponent do to approach? If they run to the far side of the upper wings, drop through, and try to approach your horizontally, you jump up through the upper wing and over the main plane and resume your camping on the opposite side to negate that approach strategy. Therefore, that approach strategy is non-viable. You can instead drop directly onto your opponent, but think about what doing this means. In general, the least safe place you can possibly be in Smash is directly above someone. As a rule, down airs lose to up tilts, up smashes, and up airs pretty consistently, and even excellent down airs like Cloud's tend to have fairly lengthy start-up meaning they are universally bad as fast options in close quarters. What I'm trying to say is that dropping through a platform right on top of someone like this mostly just gets you hit, and of course the moves that hit you will just hit you upward to repeat the situation. If you're desperate and have the right character, you can drop down and raw guess a Counter or something, but every play you can make is massively -EV to force action here with possibly the sole exception of Snake who can set a c4 in one nook and horizontally approach the other (in Smash 4, custom Villager could use the tripping sapling in the same way here for whatever that's worth; Pac-Man won't have enough time to use his trampoline nor will Mega Man have enough time for Crash Bomb if you were thinking of those answers). If you're losing on red plane, you either wait out the form or take gambles significantly more likely to make you lose than win; those are your only options. Note that relative to Venom, red plane is actually worse because the plane is a bit faster to jump over (a less tall central wing). The tall central wing of Venom could make its own problems, but when we're at this degeneracy level, it's actually a mitigating factor for Venom as characters with really bad vertical movement speed might find moving over Venom a little tricky but even Ganondorf can pretty quickly make it past Pilotwings red plane to ensure as many characters as possible are able to employ a degenerate strategy.
So okay, that's our whole stage. It has two forms that it transforms between, both subject to the absolute worst kinds of degenerate strategies that can be employed by generally most of the cast and countered by almost none of it. For the sake of considering all other factors because we want to be super exhaustive here, let's think about the transformation itself. A quick youtube search because I forget my years old research on this point shows me the stage transitions from red plane to yellow plane at about 50 seconds into the match and back to red plane at about 115 seconds then back again to yellow plane at about 170 seconds. For the sake of rounding, let's say you get about one plane swap a minute. The transformation in both cases drops all fighters from all positions that generally qualify as "on stage" neatly on top of the next plane. Hypothetically, you do get a small window to attack a camping opponent during a plane swap. In a 3 stock 8 minute match, this does mean you're guaranteed 8 chances to attack your opponent non-suicidally. This is a positive for the stage, but attacks happening once per minute is obviously an absurdity that is far below the threshold of acceptable action level for a competitive stage.
Since we're exhaustively explaining everything in this post, let's consider the cavalcade of awful stages you listed for relative merits. I'm going to not actually be as exhaustive because I don't have all day for this post, but let's do a quick better-worse-about the same versus Pilotwings for all of them:
Mushroom Kingdom 64: Effective loops by repeatedly using the pipes, arguably even superior to the figure 8 camping on yellow plane. Walk-offs and a hilarious cave of life as well. I'll give that this is even worse than Pilotwings as this stage is truly something special.
Mario Bros: Walk-offs sure and a very hard loop. Walk-off camping is honestly far less degenerate than the types of camping Pilotwings allows so I don't think walk-offs are meaningful negatives when we're down at the low level of "is it better than Pilotwings". The loop is a big problem of course and makes this stage really bad and obviously never legal under any ruleset, but is it really worse than Pilotwings? Only more mobile characters can run from less characters here (unlike on yellow plane), and if the less mobile character is simply never behind, you can kinda have a real match. You do have to factor in the Pilotwings transformations here giving minimal exchanges and the red plane at least lets you make awful, game losing gambles to try desperately to win. I think overall it's about the same if you factor everything in.
75M: A walk-off but a pretty hard one to exploit for a lot of reasons. Tons of messy platforms that kinda create loops but they're much harder loops to run than traditional loop stages (you need to have a distinct mobility advantage to really succeed; as long as your mobility is in the ballpark of the opponent's, you'll be able to force exchanges). The wall of hazards normally forces action to some extent as well actually (fun quirk, when the stages are this awful, damaging hazards usually make them relatively better by preventing run-away), but hazards off I guess we would assume remove those. In general the structure of this stage makes most action really messy, but action can occur from both sides in a fair way in a large range of match-ups so this stage is just distinctly better than Pilotwings.
Hyrule Castle: This definitely has some decent camping nooks on both sides and a more match-up specific run-away strat involving the central platform structure, but this stage approximates playable in at least half of the match-ups in the game. While this stage really should be banned almost certainly, it's simply not on the awful level of Pilotwings or even close. Unusual inclusion on the list.
Temple: Very similar to Mario Bros in effect. By the same style of argument, it's about equally bad to Pilotwings.
Gerudo Valley: Assuming hazards off removes Twinrova and the breaking bridge, this is actually just a pretty ordinary walk-off stage which for various reasons should probably be banned but isn't notable or special in its awfulness. Even with the hazards, it's a pretty awful stage but dealing with walls of hazards that are still all fully reactable is far better gameplay than what Pilotwings offers.
Dream Land GB: A touring stage wherein every form is some really poorly built walk-off (or just most of them? This may be the stage I'm least familiar with since the 3DS version was bad and this stage was a complex, very bad stage on said version). This stage sucks, but I think generally it mostly approximates to the reasons walk-offs are bad which are a real thing but as I said before simply far less bad comparatively to Pilotwings.
Great Cave Offensive: See Mario Bros, Temple. Bad stage of approximately equal badness to Pilotwings.
Big Blue,: Now here's a very strange one to include. We have no idea what hazards off even means here; it could easily be a competitive stage in Smash Ultimate actually (if it's just the Falcon Flier). Even if we take it as-is and examine its competitive merits, it's without a doubt the best stage you listed here. There really aren't any degenerate strategies you can employ on this stage to a significant extent; you can kinda run a loop for a little bit around the Falcon Flier but it's really short lived. This stage also has zero damaging hazards, and while the exact placements of the cars is slightly random, for the most part an expert player should have a very clear idea of exactly what is going to happen next at all times on this stage which allows it to be played with consistent strategy. The stage's bizarre geography is somewhat match-up polarizing, but once our conversation moves beyond "gameplay is completely avoided by degeneracy" and into "this stage probably worsens the game's character balance", we're not in the same ballpark of badness. This stage is a million times better than Pilotwings.
Fourside: Basically Princess Peach's Castle's even worse cousin stage (strange to see one listed and not the other since they're so close in terms of why they should be banned, but you did pick the worse of the two and I suppose this list never promised to be exhaustive so whatever). A lot of camping positions here are really strong, and you can go back and forth over the Monotoli building's peak with a Venom-esque strategy of sorts, but it's overall somewhat weaker than the Venom/red plane Pilotwings strategies and certainly way less degenerate than yellow plane Pilotwings. Comparatively clearly superior.
New Pork City: Like all of the other huge stages, probably just equally bad to Pilotwings.
Summit: A loop that is at least a very short loop so if your mobility advantage is not significant it's pretty hard to sustain the loop. If the stage still slides down into the water with hazards off, that also temporarily disrupts loop running, and all the terrain is icy which makes movement generally larger in commitment if you aren't careful. Probably not a ton better than all of the other loop stages but still somewhat better; I would prefer playing a tournament set on Summit instead of Pilotwings for sure.
Palutena's Temple: The worst of the big stages for sure. This stage is so huge that it makes all of the other big stages look small, it's actively obnoxious to navigate (I think we saw some screenshot or video somewhere that suggested the central platforms of Palutena's Temple now are slightly bigger so it's going to be just barely less obnoxious now!), and the geography actually gives you compound loops instead of one simple loop so you can mix up your infinite run-away. I will cede this one is probably worse than Pilotwings.
Gaur Plains: If you really think about it, this stage is basically the same situation as 75m. It's a pretty bad stage but just clearly a lot better than Pilotwings.
Pacland: Hilarious stage but also one of the least bad ones here. The stage's geography not only allows but enforces constant player interaction; no match-up is an automatic checkmate on this stage. It still has the walk-off thing going on and the fast movement on the back half of the stage can often make situations in which mistakes that should normally be small turn into full stock punishes which makes the stage super swingy and not a well suited stage for competitive play, but compared to Pilotwings this stage is distinctly better.
So yeah, of the stages you listed, I'd agree two of them are worse than Pilotwings, several are just about equal, and several are distinctly better than Pilotwings. Overall I stand by my statement that Pilotwings is so bad that you might as well have every stage in the game legal if you want to allow it. I think I've backed that up thoroughly.
Of course, what I have yet to back up thoroughly is what hazards off does here which I'm sure is yet another discussion point in our exhaustive discussion here. We don't technically know, but someone (me) has been documenting what every known demo stage does with hazards off to get a sense for what its rules are such that we can extrapolate to the unknown stages. There are a lot of things that are still unclear, but I don't see a path forward for Pilotwings. First let me link the resource so you can consider all the data we have so far:
https://smashboards.com/threads/stage-changes-when-hazard-toggle-is-on.456624/
Hazards off has not been shown to change collision at any point. It does prevent a temporary object spawn from happening completely (as on Green Greens), but it thus far has never been shown to redraw the geography of a stage to improve it. Given the model Pilotwings uses, it's very hard to imagine redrawing the stage not to have the yellow plane water wings either, and red plane would look absurd if its structure changed. Prism Tower still tours with hazards off and Town and City still transitions between its two forms so Pilotwings likely still transitions too. The question of whether it transitions is largely moot though as both forms it transitions between are unbelievably awful. If it were permanent red plane (the starting plane), it would just be Venom which would improve it on the badness spectrum past loser stages like New Pork City but would keep it comfortably below the threshold of legality. Permanent yellow plane, while extremely unlikely, would make it actually worse than your New Pork Cities and would put it down with Mushroom Kingdom 64. Continuing to transition just maintains the current awful status quo. Like Lylat Cruise, it's likely hazards off will remove the tilting, but the tilting has no real relevance to why Pilotwings is one of the very worst competitive Smash stages.
You could try to argue it could do something we don't have a reason to expect. Sure, there's a lot we don't know; I buy it. I will say this though. We also don't know if Palutena's Temple will be completely redrawn to be like 20% of the size and a reasonable lay-out with hazards off. It seems unlikely, and if that happens, it's basically a completely new stage. Pilotwings is in that boat. Realistically likely changes keep it as one of the absolute worst stages in the game, and if it is fundamentally changed into a completely different stage, maybe that stage could be re-evaluated on new merits. I think it's obvious, and it would generally be absurd to continually repeat, that one of the first things we do on day one (really the second thing we do after unlocking all the characters) is actually look at all of the mechanics of all 103 stages with hazards off in detail to actually have a strongly informed viewpoint on what the realistic stage pool clearly is in specific. If any stage does things that are surprising and outside of expectations, that can easily cause the stage's evaluation to shift. Like currently we all think Magicant is probably going to be banned because the lowest platform is an insane camping position, but if against all hope it's just not there with hazards off then suddenly Magicant is a good stage. I do think having vague ideas that get us most of the way to the stages we need and allowing the handful of surprises to shift things is productive. Since a stage like Pilotwings is pretty firmly in the "insanely awful with a structure that seems unlikely to improve" camp, it really does deserve to be fully written off up until we see actual evidence that shows it being anything different from what it is now. We still check what it does; 103 isn't really that big of a number to check so we check everything. It has, however, already commanded far too much of our mental energy so far so it should just be dismissed for now unless you seriously have a defense for this awful, awful stage ready.
I will also flash my Midwest stage liberal credentials here. I have played actual tournament games on both Pilotwings and Big Blue in the past. The Pilotwings game was literally one week into Smash Wii U's lifespan so sadly it was exploited relatively poorly (but still the stage played really badly) before we convinced the TO to just remove it forever. Big Blue was in Brawl and was actually super interesting; I played a great game of my G&W versus a reasonably decent MK on the stage and had a blast that was actually pretty competitive. I could imagine how a lot of characters would not have functioned well on Big Blue, but there were definitely match-ups that the stage enhanced rather than worsened and G&W vs MK was one of them so it was really cool.
And yes, that post was WAY too much work, and it was an excessive way to prove a point. I sure hope you've found this helpful, and I do hope that maybe actually seeing a "terrible illegal" stage like Pilotwings truly taken seriously and broken down will help everyone as a group understand a lot of things about what make bad stages bad. No, posts like this shouldn't be the norm; it's better to just state commonly understood ideas and only explain all of this if someone actually needs it.