Yeah, we can't ban characters from the get-go. After a few years maybe, but not immediately. However, after a short time, we could easily ban stalling-based tactics, broken techniques and moves (infinite grabs, things like Meta Knight's down B, etc), and whatnot. However, it would be hard to tell if that stuff is ban-worthy before a smash game's release.
Why do people keep saying this? This is not what we are talking about. We are talking about whether or not we should make the guidelines that dictate what should be banned before release or just decide what to ban subjectively afterwards.
I gave some parameters:
-I said that large stages like Hyrule Temple, 75M, Big Blue, the Bridge of Eldin, and New Pork City, stages should be banned before the game's release in tournaments.
-I said that stages that force you to actively fight against the stage most of the time, like FlatZone 2, Big Blue, and Wario Ware, should be banned from the get-go.
-Stages that are hard to move around (with cramped spaces, or stage movement that forces you to stop fighting) like Mario Bros., Infinite Glacier, and Rumble Falls, should be banned immediately.
If there are tournaments that use these stages with high level players that show that these stages can work in tournaments in any capacity (1v1, 2v2, or even 3v3 if we get that in smash), they should be "sampled" in a few tournaments or tests. If those work out, we could continue to increase the sample size.
For items, IMO items should be banned from all but a few "experiment" tournaments from the get-go. If any amount of items work and don't break the game, we could increase the sample size of tournaments that use those. If it keeps working and helps balance the game, continue to expand item use in tournaments in such a scenario.