As a rule of thumb, I don't waste time addressing anything Sveet has to say. In this case, I don't need to bother addressing an analogy that's clearly not applicable to virtually every stage being banned.
The randomness on PS is certainly not negligible. It comes into play ALL the time, and if you ask any top level player, they will tell you they certainly consider how the transformations affect their character when choosing stages. The transformations randomly alter the way you need to play the stage at any given time, whereas on KJ, while the barrel is random, you are by and large going to be playing the same regardless of where the barrel is. It doesn't play a role whatsoever until a player is off stage, and much like Randall, it's customary for the edge guarding player to take into account that their opponent may be able to use the barrel, and the recovering player takes into account that if they stall in the air properly, they could potentially use the barrel to recover.
How frequently something comes into play does not alone dictate how severe its impact is. If the middle platform of Battlefield randomly changed color every second, you would not concern yourself with it. In my opinion, the warning of the transformations on Pokémon Stadium that is given to the player makes these transformations sufficiently easy to account for, such that the transformations have little impact on the match.
Simply put, having a transformation in your favor all game would make much more of a difference than having the barrel near you every time you recover.
You'd have to demonstrate that this is actually significant. Most transformations can be accounted for, even if they're in the opponent's favor, by a simple "don't stand in the bad spots" strategy.
How is ceiling height relevant to anything? It's being high is only relative to the other stages, and it isn't like a high ceiling is overcentralizing of game play. There aren't any characters that are virtually incapable of killing off the sides/bottom, and I'm sure the ceiling is only a few kill %s away from DL's.
High ceiling makes worse characters who prefer to kill off the top, whereas low ceilings makes better said characters. I was stating the difference in ceiling heights to point out that I don't see any real distinguishing characteristic to declare Kongo Jungle 64 "more neutral" than Pokémon Stadium. If you think that the transformation is sufficient, then by all means go ahead and have your starting stages include Kongo Jungle 64. I don't think the transformations warrant any distinction.
One side is saying:
"The ability to use stage selection to gain a large constant advantage over the opponent is one of value and indicates skill and intelligence."
While the other is saying:
"The ability to use stage selection to gain a large constant advantage over the opponent does not add value and doesn't indicate skill or intelligence."
Both are opinion.
Do not confuse the first one with:
"The ability to use the stage to earn a temporary advantage over the opponent is one of value and takes intelligence and skill."
While I appreciate you trying to state my view for me, you should observe that my view hasn't been to subjectively declare anything as indicative of "skill and intelligence," or to say that any particular mechanic is one of value. This is what you seem to misunderstand, Cactus; as far as ruleset making goes, I have nothing to say on the issue, because all of these notions are absolutely subjective and poorly defined in the first place. I would not ban Kongo Jungle 64 for the same reasons I won't ban Falco; I think neither the skill of properly using Kongo Jungle 64, nor the skill of properly using Falco, is one of value.
Luckily, my opinion on what skills are valuable is unimportant. The game is not a judged sport, and there is an objective, discrete method of judging skill: the winning player is the better player. It's fine that you think what you think (we all have subjective preferences on what skills are "valuable;" it would be really cool, in my opinion, if we could have some sort of math test before a smash tournament to determine handicaps), but my argument hasn't ever been "these skills are worthwhile." It's "you have no right to force your arbitrarily preferred 'worthwhile skills' down the throats of the attendants of your tournament."
As the TO, it's your job to dispassionately judge what does and does not belong in the game. It is not your job to ban something because you believe that it is not a valuable skill.
Hm... bold claim, my friend.
Obviously, you would need to measure the standard deviation of matchups on each stage (keeping in mind that there is more than one way to do this) and come up with some cutoff for what makes a stage "neutral." Such a cutoff will necessarily be chosen arbitrarily (likely you will simply take a significant gap of some sort), but I do think that it will be hard to even make a canonical choice.
It wouldn't surprise me in the least if some stages counterpick stages, and even banned stages, appeared more neutral than the starter stages under this definition. Of course, all of this is just talk until we get some actual computations going. Neither the players claiming the counterpick stages to be less neutral, nor the ones claiming them to be as neutral or more neutral, have provided any evidence either way outside of anecdotes like "Peach beats Fox on Brinstar and Mute City but loses to him everywhere else."
And I perhaps misspoke when I said that the matches would be
unchanged. I should instead have said that the total impact of these matchups would remain unchanged or the change would be negligible. That, while some matchups might get worse, others might get closer to even, and that sometimes matchups are actually made more even (in the grand scheme) with the introduction of these stages. You could argue that Peach vs. Fox is in Fox's favor, but with the introduction of Brinstar and Mute City you could argue instead that the matchup is even or in Peach's favor. With that in mind, you can see that the issue is, at the very least, not black-and-white "the counterpick stages are not neutral."