You're wrong about Brawl stages, lol...
What is this obsession with PvP interaction? i would think that given the opportunity to create a new game, the PMBR would invest some time into creating stages that enhance PvP through PvS in unconventional/novel ways (unless they are -- Strong Bad?). Totally re-creating the Melee experience is clearly not the only goal they had in mind, as they kept quite a few aspects from Brawl. So what's the big idea? Why should we focus on "simple" stages when we have the opportunity to test new stage ideas for quite a while (I'm presuming that there will be many more demos to come)?
@Shadic an ACTUAL rebuttal to my post, thank god. So let me ask this question: generally speaking, what kind of layouts truly detract from gameplay? How do they detract from gameplay? Do they actually detract from gameplay or have a certain kind of depth that people are unwilling to learn? If this depth exists, then why do they not want to learn it? If this depth does not exist, then why not create it? These are all loaded questions, I realize, but I want to challenge the norm here. Part of the broader appeal of Smash is the great lengths taken to add a PvS element to the game (though many of these PvS elements are not competitively legitimate, as determined by the community). With P:M we have the opportunity to re-introduce and create PvS elements that are acceptable on all levels. Why shouldn't we take it?
Layouts that detract from gameplay: too large, too small (imagine a single platform being the entire stage), too many vertical differences (think Norfair, Onett), hazards, certain aspects like walls walkoffs.
You can make "interesting" stages, but they will follow a certain kind of guideline. Look at the new Sonic stage. That's a very good example of something different, but not so much that it detracts from gameplay. Metal Cavern is also a good stage in that regard: there are appreciable differences between that stage and BF SV FD etc. P:M isn't just a bunch of BF variations lol. In fact I'd say some of their stages went a bit too far in trying to be different, and had something noticeable off. Stage size wise some of these look a bit too big (definitely for singles). Look at SSE Jungle. They haven't gone crazy with hazards or wonky designs imo, but some of the sizes are a bit on the bigger side and I wouldn't be surprised if some of them get trimmed down.
As for the depth stuff, it really depends on what you mean by depth. Some stages are "playable", but on the grand scale of things aren't that deep. Or say you have a stage that's dominated by fast character camping. The RPS between those 3-4 characters might be fair, but for the rest of the cast who can't catch Falcon Fox etc on Hyrule.
Stage wise, the stage list has already been expanded by the new stages they have added/Brawl + Melee stages combined. I went over it with Neko for example, and even with fairly conservative criteria I came up with roughly 20 or so. That's a pretty big improvement over BOTH Brawl and Melee. I didn't include say SSE Jungle or some of the bigger stages, took off Hyrule etc. Still came up with about 20.
Shadic said nearly the same thing as me with less elaboration, how does it make it more of a legitimized response just because he said it wtf.
He's got a cooler name Bunni, sorry. Maybe Easter time you will have more luck