A few pages back there was a huge-fonted request to explain why the stages in the banned list are worse than some of the stages in the counterpick list. To this end, I will here copy an excerpt from a post I wrote in the BBR on a whim to make certain that I really did have reasons to leave each of the stages I voted as banned in the banned category.
The following does not necessarily reflect the BBR's views. These are MY views.
(To honor the BBR secrecy thing, I have censored some my comments which referred to what other threads in the BBR say).
Mario Bros: Ban.
This stage is all about manipulating the items. I've not played here enough to know for sure, but I suspect there are a lot of 0-100 matchups.
Mushroomy Kingdom I/II: Ban.
1-2 has too many clearly abusable properties; I can't imagine it not being a serious problem with forming 0-100 matchups. 1-1's probably bad too, but even if it isn't, making rules about selecting which one of the two stages you get all so you can include a very questionable stage does not seem worth it to me.
Onett: Ban.
Better than Corneria, but still bad. Wall infinites hurt, but you have more ways to avoid them than usual. The killer, though, is how absurdly good just sitting at the outer wall of one of the houses is many characters. Once you have a lead on this stage, you pretty much should never lose; whichever side your opponent is on, you can just run to the other.
Shadow Moses Island: Ban.
The walls are destructible, which helps. Unfortunately, destroying the walls only turns off a few of the 0-death combos, as a walkoff is what remains. On the other hand, the platforms also help avoid problems. Overall, I think the problems outweigh the solutions too much, though.
75m: Clear ban.
Large stage which blocks some characters' movement much more than others. Can you say circle camping?
BoE: Clear ban.
This is the stage where the "must ban walkoff cgs!" mentality is fully applicable. The game becomes too focused on scoring a lock or cg of one type or another, and except during the rare times that the bridge is out, there's no way to attack your 0-death capable opponent without putting yourself at risk. There are probably a large number of matchups darn close to 0-100 on this stage.
Corneria: Clear ban.
Hanging out at the bottom of the wall is just too good. First person to get set up there while being ahead percents should basically never lose. Also, it is not reasonable to expect players to avoid arwings' lasers, and they deal too much damage.
Flat Zone 2: Clear ban.
It is not reasonable to expect players to avoid the hazards, which deal humongous damage.
Hanenbow: Clear ban.
I love this stage, but no. Running away is too good.
Hyrule Temple: Clear ban.
Circle camping for the lose. Also, survival here is so long that 8 minutes would probably legitimately be too short a time to expect 3 stocks to end, even if the players weren't stalling.
New Pork City: Clear ban.
This stage is apparently an attempt to be even worse than Hyrule Temple. It probably succeeds in this regard.
Rumble Falls: Clear ban.
When the map speeds up, many characters simply cannot afford to do anything other than jump, jump, jump. Turning this into an auto-win for other characters should be a trivial exercise.
Spear Pillar: Clear ban.
First of all, allowing this stage would require all sorts of rules about whether you can pick which of the three versions of the stage will be played on. After that, it provides the textbook example of circle camp enabling.
Wario Ware: Clear ban.
This stage regularly hands the victory to one player or the other through pure randomness.