On the subject of Halberd, it really is a stage worth evaluating, but it certainly isn’t a good fit for every rule set.
For one thing, Halberd has benefited a lot from hazards off. Thanks to the cannon and bomb being removed, it has zero random elements, which are probably the only objectively disqualifying factor. In addition, the stage has had its blast zones reworked - to the point where its once infamously small ceiling is now well above average!
In addition, it as a “traveling stage” is functionally much different from other traveling stages. While many people cite the walk off (that lasts 12 seconds at the start of the match and never returns) as being its fatal flaw, Halberd’s walkoff actually plays against the reason why walkoffs are ban worthy in the first place. 1.) Walkoffs remove edgeguarding, which some characters blatantly depend on to be viable, and 2.) Walkoffs encourage camping, because to advance against a player near the edge is to risk dying early, while challenging a player holding center stage makes you more likely to die. Either way, aproaching doesn’t work.
Halberd, however, flips the script into a king-of-the-hill situation. Because in a mere 12 seconds the stage is reduced to the semi-soft platform, a player who isn’t willing to fight for stage control concedes a free edge guard or ledge trap right at the start of the game. Now the situation is reversed. Likewise, the walkoff really doesn’t hurt ledgeguarding because it never facors in at any time other than at low percents and ledgeguarding is arguably even stronger than normal after takeoff.
In addition, Halberd plays with the semi soft layout in a number of interesting ways. Firstly, it is important to note that the stage goes from a small semi soft to a large monoplat with walls. Sharking (which, according to our discussion on the stage list thread is only really viable situationally for Meta Knight and not sustainable with any other character) isn’t even possible during the somewhat lengthy docked period. Characters that like large stages, small stages, sharking, wall jumps, etc. are all going to have a love/hate relationship with this stage.
All of this being said, Halberd is objectively the most interesting contender that we have for a stage slot. At the same time, though, there are two factors that make it not a universally usable stage. Firstly, the rule set philosophy. Halberd is more suited to be a counterpick than anything else, and so lists that are very conservative / want the stage list to be very neutral don’t have much business with it. TOs who want to make widely appealing stage lists are likely to exclude it even though the only possible “jank” element it still has are the transformation sequences. (IMO, the moving pieces are completely fair, predictable and discreet and thus get a welcome pass in light of the stage’s other promising features, but that won’t go over well with everyone.) Further, stages that have polarizing elements such as Halberd can really throw off stage list balance if there aren’t many bans or if stage is selected before character.
To surmise, Halberd has become a much more viable stage choice and is promising as a counter pick. It won’t work well on all rule sets, however, and therefore its legality is going to come down to public perception and what stage selection factors we settle on. So if you want to help evaluate the potential of Ultimate’s stage list, come join the stage list discussion thread!