[Corn]
Smash Ace
What is competitive is subjective, or this conversation wouldn't be happening. A math major sat down to make Catan have no luck involved at all, I don't know if the project is still online as google isn't turning it up for me. However, I can definitely say it is an entirely different game than regular Catan because all of the random that was important in design its original discrete win state was gone.
Competitive nature is not subjective. The level of competitive elements in regards to enjoy-ability or attracting players is.
Realize that the skillsets that premote competition and allow for enjoyability to be had is the best results. All skills arent prioritized either. Playing with a purely a wiimote could be considered a skill to some, but a handicap to others. Such is the stage argument.
What is competitive is subjective, or this conversation wouldn't be happening. (Again.) Whatever the subjective criteria you use to make your ruleset you must realize the implications of choosing that criteria. I said people should argue based on the pros and cons of each system earlier here if I remember right, as in the end that may get you somewhere. The one example I raised was smaller stagelists lower the skill ceiling. HOWEVER it allows us to reach higher levels of play faster. BUT by sacrificing the skill ceiling, we lower depth and longevity in certain ways. And... And... And... it goes on a while, but when you look at the pros and cons and decide what we want from there, you will have a better time discussing rulesets.
This is where you are lost
Having options does not increase the skill level or depth by default. In contrast limiting options does not decrease the skill level or depth either. Those are only applicable if 1-2 options exist. That absurd argument is why people believe that stages such as RC are beneficial because they believe that handicapping your opponent is simply increasing the skill ceiling for them to overcome, but handicapping someone cannot increase the skill ceiling pr their skills, only decrease the amount of skill needed for the other player to win.
What players want from a competitive game is an enjoyable experience that the player can learn from, practice for if it happens again, and realizing that the one at fault was yourself. When I lose at Smash I think about what I did wrong and try to apply the knowledge to the next set knowing it will be beneficial. When I lose in Mario Kart I yell at the RNG gods for handicapping me for no reason. When I lose at chess I realize I missed some opportunities. When I lose at Pokemon due to the oppponent having a team of all ubers and me only having UU I complain about a level playing feild.