Studstill, have you read my lengthy post from earlier? There has been no addressing of the points I made and I feel the logic I used unquestionably leads to the current ruleset we are looking at. To continue, rules are determined to handle hypothetical outlier cases. For example, murder is illegal because there are outlier cases where people feel the need to murder. Not every person feels the need to murder and chooses not to because the law is there and they submissively abide by it. The law exists because there exists the hypothetical chance that someone does have the urge to murder, so the law is in place to theoretically prevent it. If the law didn't exist, and people got away with murder, as time approaches infinity murder will become commonplace. Like real laws, the laws we establish for playing smash are determined off these hypothetical situations. Banning Hyrule isn't because every single person every single time will camp, but there exists the hypothetical possibility that someone will and so we need to prevent that from happening because these outliers will break the game. If Hyrule is never banned then as time approaches infinity everyone will camp. Now you may argue that camping isn't optimal and the better player will win but again we have to go back to a hypothetical here. The rules aren't about getting the better player to win, they are about creating neutrality, which is getting equal players to tie. A tie is asymptotic in this game, but our rules are defined using the limit as both players skill approaches infinity, which allows us to theoretically suggest a tie. Assuming both players have equal skill, Player A has lvl 50 fighting potential and Player B has lvl 50 fighting potential, theoretically the game should end in a tie because if either play won then there are two possible explanation, either one of the players were not lvl 50 (which is assumed impossible for the hypothetical) or there was an environmental factor uncontrolled by the players that favored one over the other. The only environments that exist in the game is the stage. In order to ensure a tie, we need to make sure the stage is neutral, or doesn't provide any advantage or disadvantage to either player. Hyrule is clearly not neutral because it fails to have symmetry, and as I pointed out in my previous post, asymmetrical things are not neutral. So which stage most likely ensures that two exactly identical players will tie? Dreamland.
*Remember what equal and identical truly mean. For A and B to be exactly identical, then character selection, move selection, positioning, approach, etc. are all the same. Imagine it as one controller being used for two characters with the X-axis inverted for one player and port priority doesn't exist.