I think it's worth considering that we don't necessarily want to pick small stages against the campy characters of this game.
"Say what now Delta? You're crazy!"
In this game, campy characters don't move incredibly fast, so they can't cross you up easily. As an example, consider the match up with Brawl Falco: SHDL SHDL SHDL SHDL > We get close > Phantasm through us to the other side > SHDL SHDL SHDL SHDL > Repeat.
In that case, we wanted a smaller stage because we couldn't really corner him anyways, so we might as well reduce the amount of time it takes us to land and try to interrupt him again.
In this game, however, nobody camps like that. They set up shop, throw stuff at you, and wait for an advantageous situation so they can move in and ruin you. I'd argue that smaller stages in this case are WORSE for us, as the one approaching. In this case, if we do get hit, there's less room for us to land and reset to try our assault once more. The camping characters in this game do not have incredibly fast projectiles. Having space to reset, then try to break their pattern again can be extremely valuable, rather than trying to land on a stage where their projectiles cover the entire ground. Plus, we have a REAL SHIELD now. We can actually break these zones much more easily than before, whereas before we had to rely on weird movement options, pinging attacks out with jab or something, and dodges.
Anyways, that's just food for thought. Don't just make generalizations about match up types when discussing stages. You don't always want small stages against camping characters.