I usually like to make mention of some things when it comes to legal stages and the general gripes people have with slopes/slight movement/etc. Here's the legal Melee stage list from Genesis 1 - 6+ years into competitive Melee's maturation.
Neutrals:
- Fountain of Dreams (Singles Only)
- Pokemon Stadium
- Dream Land
- Final Destination
- Battlefield
- Yoshi's Story
- Kongo Jungle 64 - This stage will be used as a neutral ONLY in Singles Bracket. It will be used as a Counter pick during Singles & Doubles Pools.
Counter picks:
- Rainbow Cruise
- Mute City (Singles Only)
- Poke Floats
- Corneria
- Brinstar
I know some of these are stupid. People played in tournament on Poke Floats and Corneria. Dumb, right? You'd probably feel robbed if someone took you there and you lost. But I think it will be beneficial in the long run to start with a wide selection of stages and whittle them down. There are tons more very neutral stages available with the introduction of Hazards Off. Unfortunately, the rate of human error is too high to consistently make multiple rulesets for hazards off and hazards on, especially when you're playing on consoles brought to your event by strangers. It could mean 0.9 and Underdog Boost all over again, and again, and again - or risk having to force TOs to check rules on every single Switch that walks through the door. I think it will be better to leave Hazards OFF as a standard.
So think about it: What stages are viable as a starter or counterpick with Hazards Off?
My opinion:
Battlefield
Final Destination
Wily Castle
Smashville
Town & City
Lylat Cruise*
Pokemon Stadium 1
Pokemon Stadium 2
Dreamland
WarioWare
Yoshi's Story
Yoshi's Island Brawl
Fountain of Dreams*
Castle Siege
Rainbow Cruise
Unova Pokemon League
Kalos Pokemon League
Midgar
Frigate Orpheon
*This is assuming the mechanical and graphical issues with these stages get fixed in the future. If not, they should be banned.
I removed any hazardless stage that you can shark through, e.g. Brinstar and anything that has a "neutral" layout but is overcentralized on camping - e.g. Green Greens.
I think the argument against the multiple tri-plats and dual-plats could be used. So in the banning stage of the set, you could just ban tri-plats (BF, DL, YS, FOD, Midgar) or dual-plats (PS1, PS2, Unova) and sweep all of them. But in striking, if you strike to a tri-plat for example, you could have a sub-stage-strike to strike to the one the stage will be played on. They are all odd numbers (not including Lylat since it has a different layout) so you can strike again to a final tri-plat/dual-plat to be played on. It could be confusing at first but if the rules are well-advertised, I don't think it would be that difficult or add time to a set. Possibly better than just choosing a universal dual or tri-plat.
With this, we have several stages of every size, small, medium, large. Pillar stages can help characters with bad recoveries who have wall jumps. You have one of each basic layout that has walls that extend to the blastzone. Wily is to FD, Unova is to PS1/2, Yoshi's is to....all those triplats.
Now for some of the ...sillier? stages on my list. I'm sure Rainbow Cruise sticks out. Mainly due to the wall. I believe the only character with a big advantage against the wall is Ness, but that is situational (Not sure if mewtwo or lucario's neutral B charging will get anyone stuck there, if anyone knows feel free to mention it). It's a small-medium stage that would obviously be a counterpick. The raised area isn't high enough to promote any extreme camping or give the player any extreme advantage, considering there are soft platforms as well. High ground is generally less advantageous in this game anyway, considering most character options in which the opponent is below them are weaker than the other way around. But the stage does not move otherwise. Frigate has the opposite issue, but only for the couple of seconds that the platform lowers itself. Not enough time to wall yourself in. Another obvious counterpick. For both of them, the worst thing that can happen onstage is maybe someone teching off the wall when you hit a smash attack, squandering a possible kill.
And people concerned about wasting bans - a list like this should easily net you at least 4 or 5 bans. Maybe more. If you hate the slope, ban it. If you don't want to deal with PSI Magnet against the wall, ban it. If you don't want to have DK kill you at 40, ban it.
Just my opinion. This is obviously a very liberal stagelist by today's standards. But Melee had some controversial stages legal for years. It was only after very deep evolution of the meta that a lot of these finally got banned. Pokemon Stadium, with transformations and all, is still a legal counterpick in a lot of rulesets. I think with a new game, we are cutting too much out to start with. Maybe due to bias from where Melee ended up after 18 years - with mostly flat and symmetrical stages. We have over 100 stages and tons of them can fit competitive play. There aren't 100 New Pork Cities or 75ms. I see no harm in experimentation, especially considering the game is only a month old.