Counterpick. While I do agree that some parts are kinda gay, they're never unavoidable. If you get targeted by the laser on halberd there's always some play changes around it. Well, now you just have the same sometimes. Some parts of this stage belittle a character, other buff it, which makes it a balanced counterpick. Some characters have a great grab game here which makes them slightly advantaged, but just 'don't get grabbed', just like against ICs.
I think this is a typical 'just adjust' example. So what if there's one more thing to look at, I never heard anyone complain about the Halberd claw, while it's certainly more subtle. The hitbox objects always take a while to get a hitbox. If you get hit on those zones where it's extreme, you should just position better.
I think people see the following 4 as ban-worthy:
1. Spikes
Spikes do hit the opponent downwards, if you DI into the right part of the spikes (as long as you don't hit the back), ofc, you will take a hit if you position yourself in a wrong way against characters with moves that are quick and send you to the spikes.
This thing COUNTERS CAMPERS as they are often forced to move from the edge of the stage.
2. The ramp/skateboard/wagon
The wagon is indeed an interesting part of the stage, but not ban-worthy at all. It's moving which makes it cover a considerate amount of the stage, however because it is moving this also means that it can't be everywhere all the time. Besides, standing on it is also possible, which makes spacing that much more interesting.
3. The plant
The plant is small, and this thing BOOSTS CAMPERS. See how this stage works for both sides?
It hits straight up, and has nasty knockback. Though it's hard to get hit into it if you play it right.
4. Rockets
THIS is the reason people want this stage gone. And I can't really defend this. The rockets take a large part of the stage, but in the other hand they're easily shielded, or avoided if you just grab the ledge. Yes it's a minus, but so is PS1's ledge, still it's often considered a neutral/starter.
Honorable mentions:
1. Fire
The fire does MINIMAL damage (1-2 per hit, 2 hits per fire if you can DI), and your opponent CAN'T FOLLOW UP after it. I think getting hit by it often allows you to quickly escape, which means that it can (like this WHOLE STAGE) go 2 ways.
2. Fence
The fence breaks up a battle, true. So it encourages camping, right? False. If you are in a cage with someone else the battle is SO INTERESTING, you must watch out for the spikes but you don't have much room to space, this is both advantageous and disadvantageous for someone like Marth. Definitely not a ban argument.
3. Wind
The wind is just something you can work around. It's definitely irritating but it's not an advantage for anyone. might extent jab locks, but i.e. PS1 might too.
4. Trampoline
I don't really get the fuss here. Some characters have a good dair, so what? Don't jump after them.
5. The line
Ok, this is a hard cookie to crack. Again it both promotes and demotes camping, depending on where you and your opponent are. It can lead to some wall infinites, but they aren't infinite because it goes away again (PS1, frigate)
Overall I think this is less of a gay stage then i.e. Castle siege (lol jablock 0-death, deal with it), but it supports ALL SIDES, making it an excellent CP (i.e. CS has statues to block camping, but it's very large so once the statues are gone...)
It is on par with PS1 (seriously that **** is camp mania or real close combat) and FO in gayness, probably slightly less then brinstar.
PS transitions can be found here
http://www.serebii.net/ssbb/stages/pictochat.shtml