ADHD, I'm mad happy about your recent posts.
Come back to the BBR sometime <3.
Over all I'm very iffy about LM, mainly due to the potential circle camp.
However, what the stage creates, is actually quite an amazing feature for a counter pick.
General strategy on the stage is to destroy the 3/4s of the house before really initiating combat (or at least the top half). This applies to just about everyone; and in general for those who feel they may be at a disadvantage due to being out-'projectiled'. This is relatively safe to do, and a lot of characters have moves they either don't frequently use because they aren't too great or have a move which decayed has stronger combo ability (Marth's dtilt). Marth's dtilt fully decayed combos into fsmash (if it tippers) at kill percents. Sheik can always get the perfect decay needed for her ftilt, etc.
Anyway the main facet of the stage that is interesting for a counter pick, is the power of tech chasing. The stage forces one massive and constant tech chasing protocol that just about every character can use. I've seen some amazing matches between the likes of diddy and olimar that were just insanely fun to watch. Yes they lived to 200% or so, but the damage they were outputting on each other was completely skill related.
So yes, my qualm with the stage, and why I had voted it banned was the arguably over the top run away ability. But the cave of life is not so bad, as it is "controllable" by a player, I feel the mechanics of the stage (the regeneration of the house once it's completely destroyed, the HUMONGOUS SIZE of the boundaries and the "stage" itself...) are what makes it awkward for competition.
I'm generally in favour of stages being viable counterpicks that through having strong implications of the platformer genre have reasonably different ways to FIGHT.
Either way, yeah I feel LM's circle camp may be centralising for some characters (even though from what OS has told me/matches I have seen, all the characters who do really well here are the ones not exactly capable of running the clock anyway [diddy, olimar, dk, snake, rob]).
My thoughts on "fighting the stage" are when changes disallow you to calculate properly your next course of action, which results in a situation you'd prefer not to be in.
Things like getting cg'd by dedede but then BAM a PTAD car comes by to end it...
I would say "walls" can be like fighting the stage; because they centralise zoning so fiercely for some characters that avoiding it due to lack of options is quite minimal.