Wow, super epic wall of text, Bones. We truly are rivals. Can I be Goku?
2. I think you might have misunderstood. It's that I don't think you can actually predict whether comebacks will happen more or less often with two stock versus four. It also depends on how you define a comeback. Technically speaking, any match where you took the first hit but still won is a comeback. So I would just tread cautiously with any broad, generalized statements about making a comeback. I would, however, note that you have less room for a large gap between players, i.e., that there being fewer stock necessarily means that the gap will be smaller. But, this does not necessarily mean comebacks will occur more often.
In retrospect, I'm beginning to think that they will happen with the same frequency, at least at high level play. In order to measure something like this, you need a statistical sample, though, so it's not useful to cite individual examples where a player loses two stock and makes a come back.
3. You might be right that three minutes is too short. That's fine. If four minutes is necessary, hopefully we learn this sooner than later and change to four. Three was likely chosen because there are four total stock available, and many people subtract one from that total for the timer (i.e., 2 + 2 - 1 = 3).
I'm all for supporting different playstyles. It's just that, with a sufficiently long timer, you're just discouraging approach altogether for no reason. Players will camp until this "medium time" is reached, and then resume standard play, in my opinion, so I see no reason to extend the timer past this. I am also of the opinion that the timer determines the viability of certain strategies, to a degree, and so finding the correct medium allows for a broader spectrum of playstyles.
4. I think you've posited a good argument here, but you should keep in mind that much of this is subjective. I have not suggested playing with one stock, nor has Cactuar. Two stock, in my opinion, is a good suggestion because it's a happy medium between what you've suggested, which would be a tendency to overly safe play (one stock), and a tendency to worry-free "accident forgiven" play (four-stock).
5. While I agree that we don't want the game devolving into "who has the greater number of esoteric strategies," I don't think that would happen with something like this. For one, the stage list can be changed (and presently has just reset to default; we leave them all on until we find a problem, or so I believe), so I don't think the gimmicks present will be as overwhelming as you think. For two, I think that it will just become a necessity for players to become more well-rounded and learn to execute additional strategies.
At first, the game might be as you mentioned, with players having enough gimmicks to win two stock without the opponent adapting, and this is especially likely for newer players and are thus unfamiliar with the age-old strategies on the presently (scrubbily
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) banned stages. However, I think that this would change rather quickly as players played friendlies on these stages and began learning and developing additional strategies there.
One thing that interests me greatly is a question of what untested strategies characters have on the non-starter stages. Does Marth excel on Mushroom Kingdom II by chance? Or C. Falcon on Flatzone? Provided we don't discover glaring reasons to ban these stages (in my opinion, anything banned for brokenness will become banned again for the same reasons, and the remaining stages will be up to the community to decide (and, of course, I think they'll ban those too T_T)), I think we might discover very intricate, exciting strategies on these stages. Of course, this has nothing to do with the new ruleset as far as number of stock, and is just about having more stages in general. c.f. The No-Johns Ruleset
I feel like our argument is too... civil? So I'm just going to throw this out there in the hopes of starting a flame war: ur fase.
And yeah, when Bones said Cactuar was half-assing it, I guessed he was trolling.