Can you provide video evidence?
And if it turns out that the stage IS actually that big, then I have a really, really simple solution. Horizontally shrink the stage a little. Not that hard.
We've been playing on it today and the stage is actually pretty small. It has small vertical blast zones and average horizontal ones, the difference is that the actual stage itself is wider than normal, so you can physically walk closer to the edge of the screen.
Preliminary results have found camping to be rather lacking, at least in the matchups we've played (Fox vs. Link, Fox vs. Ivysaur, Sonic vs. Ivysaur, Squirtle vs. Charizard). I've played on stages that actually put the approacher at a disadvantage in Melee (Rumble Falls, Green Greens) and this doesn't actually put the approaching player at a disadvantage.
For starters, the prime camping spots are REALLY close to the blast zones, giving you the same issue that you'd have on a stage like Green Greens. Mess up, you die. Not a quality that makes camping obsolete, but definitely increases the risk.
But the high platforms on the side and right in front of the edge are the camping zones. Hanging out on the bottom floor gives you the additional options of wavelanding on a platform above you to get away, but this is foudn on other stages and is negligible. Hanging out on the bottom floor is pretty much a worse version of camping on battlefield.
So the only thing really left is the high platforms on the side. You have two "modes of escape": dropping to the bottom and running across the stage, or jumping from the top platform towards the center (and any applicable moves).
So far jumping from the top platform doesn't work particularly well. If I DO get past the opponent without getting hit (which isn't entirely difficult), I'm put in the exact same position after I get to the other side. It's a losing proposition for the camping player because he can't attack while fleeing, and has to KEEP fleeing.
It'll take a lot more testing, but I really don't see camping being a "OMG broken" factor on this stage. Possibly the case if it's like, I dunno, Ganondorf vs. Fox or something. I'll have to test specific matchups later, currently I'm just testing across the board against fast characters that can get away.
A stock lead camping is the only thing I can even conceivably see being a dominant strategy, but with the low ceiling and close blast zones I'm not entirely sure this will be the case. It'll take many games to be sure though.
Currently with our preliminary testing it doesn't stand out.