Acton mentioned one really strong point on distant planet that I hadn't experienced, but makes a lot of sense. Due to the angle, your character might have basically canned all their bad blind spots if they back to the edge of the cliff. Not that this isn't hazardless, with the rainfall (though it's well foreshadowed by the stage,) but is still a reaaaally strong situational position that could wreck someone silly if the character can't attack low or get behind the defender easily. Though, I guess that's part of why it's counterpick- a stage scenario to favor you, right? Others are that the stage's area of practical use for characters with a poor recovery is bad: the center platform shields from the walk-off hazards, but makes it easy to put you in a bad recovery situation since there's a LOT of open space to the right, and a bulborb. Not too many recovery options. So, I don't like it much, and it's really the only stage I'm not fond of, but that's just me, and I admit my opinion on it isn't well-founded at all.
Japes: I like it. Not just because I play DK either; it's succeptible to stalling, perhaps, but that's no good anyway. klaptrap isn't that bad, and is equal-opportunity given the specific intervals.
Hanenbow: ****, I love this stage, but don't have much of an argument for it. It allows for some really interesting high/low dynamics between combatants, and even partners.