We need a stage discussion thread, its long overdue.
I don't think we'd need one. One of the advantages Meta Knight has as a character that other top and high tier characters do not I feel is flexibility of stage preference. I rarely find a stage Meta Knight does poorly on, though there are a few stages he would not use as a first choice, and he has a few abusive cases that should be banned away from him.
Delfino is his best stage in my mind. An intangible platform during transitions for sharking and Shuttle Loop shenanigans, high platforms for up throw kills, water provides free damage if anyone falls in, and transitions at areas like the Shine Gate, West Island and Pillars have probably the lowest blast zone ceilings in the whole game. I've killed people here at like 30%.
Halberd is probably 2nd best. An intangible base platform on the 1st transition, as well as a static platform that offers a kill from up throw at 130% ~ for mid weights, along with making his Shuttle Loop hit confirms extremely deadly. While Halberd does not provide kills as early as Delfino might, it provides consistency. I personally hate the 1st transformation 'cause reasons, but the 2nd transformation is great for us.
Town & City is the best starter excluding matchup considerations, and the stage we will want to play on in game 1 if we have the ability to most of the time. It has a low ceiling, and the platforms can provide up throw kill set ups at around 130% for mid weights, much like Halberd.
Battlefield is a personal favourite, and in certain match ups, specifically against heavy weights and characters with poor vertical game, it can be very abusive. The blast zones are larger, but it almost does not matter. Meta Knight has excellent fast fall speed, five mid air jumps, Dimensional Cape, and a really good air dodge. As such, he's able to maneuver through these platforms with relative ease, much more so than most characters. To add to this, we are able to shark through the platforms with up airs to poke through shields, and can follow up with Mach Tornado. This tactic is very hard to punish even if we fail to break through the shield due to the platform layout. To add to this, there are set ups and early % combos we can do here, like down throw - up smash - Shuttle Loop, that would normally get us punished on other stages, but are safe on Battlefield thanks to the pollution of the platforms. Finally, this is one of the easiest stages to stage spike on.
Duck Hunt is a pocket counterpick for us in my mind. Contrary to a lot of opinion, I don't think Meta Knight does poorly on wide, flat stages like Final Destination. He just plays differently. One of Meta Knights strengths is that it is very hard to kill him in neutral despite being so light because he's very hard to get ahold of. Adding open space only compounds this problem, particularly since Meta Knights kills come off of relatively safe hit confirms. Duck Hunt offers small but appreciated projectile interference, along with tree platforms that we can harshly abuse against certain characters with poor vertical options. If we ever get a lead on this stage, it becomes a literal nightmare for some characters to try and take control back as we can pseudo-circle camp the trees. On top of this, we reliably kill most characters past 100% with an up throw on these trees.
Stages I feel Meta Knight does not benefit from are Kong Jungle 64, Lylat Cruise, Wuhu Island, and Mario Circuit. Kongo Jungle is quite obvious given that it has the highest blast zones in the game. However, given the layout of the stage and the fact that base platform is intangible from the bottom up, there's some neat things we can do here. Lylat Cruise wasn't good before the Mewtwo patch in my opinion, and its even less of an ideal pick now. The stage is even easier for characters to recover on thanks to the ledge changes. While there are platforms for us to use, they do not interfere with characters descending back to the base stage like Battlefield does. This means we do not get the safety of the platforms with our early combos, and it is easier for characters to drop down while we're attempting to juggle them. The blastzone ceilings are high and the platforms are hard to use the alleviate that. Finally, Meta Knight likes to space himself very strategically in the air or on the ground when in neutral, and he often needs to be situated in what I would 'zone holes', or areas of space where we can remain safe from the opponent while still having an opportunity to dash in. Lylat's tilting screws with this a lot. I honestly hate this stage. Mario Circuit is decent, but the blastzones are identical to Battlefield and there are key moments in the stage where we do not have access to the top blastzone, so it shouldn't be our first choice by any means. Wuhu Island is kind of a nightmare. It's absolutely massive and very hard to kill from almost anywhere. The main advantage we have here is our speed, but in certain match ups that's not saying much.
Keep in mind that out of those stages, 2-3 of them are commonly banned, though that might change in the future.