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Jpot
I suspect there's simply two ways of going about stage legality. On the one hand you have people such as yourself for whom the stage is basically window dressing; at best, you may have to worry about a moving platform or something. While it's fairly obvious that every stage influences every matchup to some degree or other, these people consider that to be a secondary concern to simply not having to devote much if any mental energy to the stage itself.
Meanwhile you have people like me (and presumably kyokoro, and I know there are others) to whom the stage is almost a third player in the matchup, deserving of all the respect that implies. While I make no secret of the fact that I lack much practical experience (although now that I have a local scene I'm working on that), I can at least in theory talk about how Wuhu Island is very horizontal, how Castle Siege is no bueno for projectile characters, and so forth. As long as the stage is not inherently broken (i.e. Pyrosphere or Temple), these people think it should at least be given a shot.
Unfortunately, a) the first group seems to be much larger, or at least much louder, than the second, b) the first group is the status quo and thus has the advantage since the Smash community at large seems to be very conservative, and c) I'm not sure there's really a way to bridge the two in a way that's acceptable to both parties.
I think you hit the nail on the head with the communication gap between the two camps, and I thank you for doing so. It will help me better understand how to articulate my points in discussions like this in the future. It's becoming clear to me that my post was less useful than I thought, because I and other smashers seem to disagree on at least a few of the assumptions I listed at the start of the post.
That said, I actually don't have any problem at all with having to devote a fair amount of mental energy to the stage I'm playing on. Duck Hunt is my favorite competitive stage not just because I love the styling and its source material, but because I think it's really cool that players can be rewarded for understanding exactly how it works, when the grass cycles, how to exploit the grass, the timing and placement of the dog, etc. The laser and bombs on Halberd are actually my favorite features of the stage, simply because they can be exploited effectively by smart players - I love when the laser targets me, because if I can get my opponent far enough offstage, I can drop it right on the ledgesnap sweetspot and make recovery very difficult. That said, I have lots of other issues with that stage, but that's a story for another post.
Also, people seem to really be focusing on a few select points I made in regards to various stages. I think we can all agree that obvious bugs aren't good for a competitive stage, and Peach's Castle has several. Skyloft is especially broken in this regard, as it has a whole host of bugs that show no sign of being patched out. I just don't see how TOs could be okay with those influencing the outcome of a match.
I understand everyone's point about camping walkoffs resulting in a loss of stage control when the stage transitions. I perhaps should not have focused on the negatives of "camping" walkoffs so much as the other problems they create. As I mentioned before, Sheik can fair her opponents all the way into the blast zone for a zero-to-death on just about any character, and that doesn't require camping the edge or sacrificing stage control. Other characters with fast moves and a lack of multiple jumps may gain a similarly excessive amount of combo kill ability on walkoff transformations, and characters with poor recovery can recover from hits that they otherwise shouldn't.
Ultimately, excessive interference from the stage is, in my opinion, undesirable in competition. The majority of tournaments are held with the goal of determining which player can most effectively outsmart and beat other players, not which player is most effective in maneuvering the stage. The beauty of competitive fighting games is the constant mental battle between the opponents, both struggling to find one another's weaknesses, patterns, and predictable behavior, while minimizing their own. Resetting to neutral on a regular basis, devoting mental energy to avoiding stage hazards, and characters being granted advantages that reward them in ways that aren't proportional to the small mental victory won over an opponent in a given situation are detrimental to this goal. I'd rather players have as much brainpower as possible to devote to their matchup with their opponent, and forcing them to devote brainpower to navigating non-player elements only detracts from that. If we wanted to devote time to determining who's the most efficient in navigating non-player elements, we'd be speedrunning platformers instead.
To go back to the Halberd laser, I think that's a great example of the stage adding, not detracting, from the depth of a competitive matchup. I think interactive elements can awesome when applied correctly. Unfortunately, there aren't many in this game that aren't on stages that have a number of other problems.