Lo único que me duele es eliminar arbitrariamente algunos escenarios. Si bien en este juego hay pocos escenarios realmente viables, cosas como Jungle Japes o 3D Land deberían ver juego o al menos probarlas.
Puedo entender que en Brawl banearamos muchas cosas para intentar balancear a MK, pero en este juego, almenos por ahora no hay nada así.
Entiendo que jugar en un escenario que cada minuto te obliguen a irte unos segundos a la plataforma superior pq ha venido la lava es algo increiblemente complejo, pero ser capaz de adaptarte a un escenario es skill. Obviamente hay personajes que lo tienen más fácil que otros porque cada personaje es distinto, pero es una counterpick y tiene que permitirte alterar matchups. Si solo juegas little Mac, en brinstar estás más jodido, pero para eso son las counterpicks (además Little Mac es un personaje bastante extremo).
Sobre los criterios que dicen si un escenario es inviable o no, yo creo que son los siguientes:
Los hazzards aleatorios y no anunciados son problemáticos, así como los hazzards demasiado fuertes. El circlecamp es un problema (huir en circulos), ya que hace que algunos personajes puedan huir permanentemente del otro. Por último, walk-offs y paredes antiguamente eran un problema, habrá que ver en este juego (walk-off seguramente sí).
También es nocivo para el juego escenarios que permitan un posicionamiento que de una ventaja demasiado grande, o aquellos escenarios que sean demasiado fuertes en el metajuego o alarguen infinitamente las partidas (como Luigi's Mansion de Brawl).
Os dejo un quote de Praxis que, aunque no es una definición exacta de mi visión, quizás ayuda a exponer mi punto de vista:
Stages like Green Greens, for example, were never an issue in Brawl. Airdodging prevented the random bombs from harming you- the bombs would be eliminated harmlessly if they fell on an airdodging player. Avoiding accidentally setting off a bomb with an attack required smart play, and I actually would deliberately fight around the bombs to punish sloppy players (bomb explosions last one frame, so if I spotdodged an attack that passed through me and hit a bomb, only the opponent would be hurt). They were banned primarily because people didn't like the bombs, not because the bombs caused major tournament upsets.
PictoChat, similarly, had no major issues. The "Fire" transformation only did 1% damage and had set knockback, so despite banging players around it didn't actually do much damage and never killed. The only transformation that could really kill was the line transformation (which blocked off a ledge and could prevent a recovery) and the spike transformation (which draws from the ground first, so you have time to see it coming) and both can be used strategically (I would use Toad on the spikes to give me a projectile).
If Metaknight didn't have ridiculous stall tactics there, I'd have argued for Jungle Japes legal too. The Klaptrap came on set intervals easily tracked by timer (x:x3 and x:x7 jumps on the left and right sides of the stage respectively). No random elements, no abuses.
We had Pirate Ship legal for a while, but the bombs were just too powerful. They did too much damage, and randomly singled out players. It was really bad when you were stuck in a grab and got hit because of it or something. They did so much damage they shifted the game. In comparison, Halberd's laser was so easily avoided that if you got hit, it was your fault, so it didn't control the game like Pirate Ship's bombs did.