I'd give Halberd a 7/10.
At the beginning of the match, I like taking control of the center and spamming full-hopped PKF's if they're not on the platform already. Generally, I go on the platform to prevent any grab-release deaths.
Once the platform is in the air, watch out for sharking from characters with multiple jumps. You can go through the platform, so you can Zap Jump + PKT2 through it. Just try to time the PKT2 so that it results in no lag. The layout is nice. SH Dair auto-cancels if you move from the high part to the middle. Thundersliding on platforms. Only thing I hate about the layout is FH Dair doesn't autocancel when under the platform.
When you're on the actual ship, FH Dair DOES autocancel for some odd reason. The shape of the ledges gets annoying for PKT2. I think you can wallhug, but it's a very awkward angle. I've actually bounced off the angled wall, and ledgegrabbed though. :D Very low ceiling, so D-tilt lock to U-smash leads to low percent kills. The hazards are easy to look for. You shouldn't get hit by them, unless the opponent sets you up for one. All of you probably know this, but just in case, you can't absorb the Ship's Laser.
Bans: Snake, and Sheik imo. Maybe Fox?? Just because of early U-smash kills.
So that's all I have. I haven't fooled around with the stage yet, so if I'm not too lazy to do that, I'll post any extra info I might obtain.