Ask and ye shall receive
On the right we have a simple ramp, the reverse of most other sloped edges. This makes recovery an especially treacherous procedure, as riding the wall is vulnerable against long-ranged attacks that can clip through the floor. The raised collisions provide the edgeguarder with cover against incoming projectiles, and of course require recovering higher. Recovering high is further encouraged by the chance to reach the swing and bypass the ramp altogether, as even if one manages to grab the ledge, the increased difficulty of ledgedashing makes getting off of it another enhanced trial. This same effect also makes edgehogging a bit easier. The ramp does benefit off-stage characters in at least one way, though, by directing shorter-ranged, grounded attacks upward.
On the other side is a crumbling cliff, utilizing the asset from Brawl's GHZ. Its (non)existence manifests the effects of a wider stage with closer sides or vice versa, but (through its destruction and respawn) in a way that actually involves the players and creates elements of risk in exchange for its rewards.
The left is no kinder to recoveries, particularly when the cliff is up, as one might be hit from closer to the blastzone, followed by the opponent moving one's figurative goalpost farther in. The opportunity to walljump is also more distant here (even if the cliff stays up), as is the option of landing on the swing (even if the cliff is down). The short segment of jump-through floor requires extra precision when ledgedashing, and while it does give one a safer option of staying below so the ground blocks direct assault, it means any hitboxes one might need cannot avoid striking the cliff, guaranteeing hitlag and the possibility of one pulling the rug out from under oneself.
Above that is magical floating dirt, which imitates the behavior characteristic of the Sonic universe.
Yields to weight, then falls a moment later.
While it does provide an alternate route for those stuck on the cliff (one which could lead to the swing, then back to the center) and an extra place to tech, it's only truly available when quick rebound is possible. Landing on the platform with long lag is hardly different than landing straight on the stage, and could even be deadly if the cliff's not there to catch. Teching carries even greater drawbacks, shortening the distance gained from an inward roll and automatically taking an outward one off stage.
Both sides have their own dangers, making the more advantageous position subjective and situational (as ideally goes for the stage as an option). Hence players are even more eager to vie for the center, which increases the likelihood of the swing coming into play, as well as the sacrifice of fleeing on it. The swing's peak position is also not always as remote, as one has the higher ground at either end of the stage to jump from, but doing so does mean being at the end of the stage.
Overall, this redesign has a nice assortment of unique, flavorful elements, combined in an even uniquer way to introduce a variety of new, complex situations, satisfying the premise of our genre and turning GHZ into more than a one-line analogy. In doing so, it would free up a space on the bottom row to be filled with something more fundamental and truly distinct from the other occupants.
Special Stage: Endless concepts