And as an addendum, why do we not care about Japanese players being ambivalent towards Steve when discussing competitive restriction on the character? If the Japanese are relevant to mention at all (i.e. we're not focusing strictly on Western-played events), then surely their lack of desire for action on the character is also relevant (since they are also participating in said environment)?
Y'all are really focusing hard on the Steve thing but I actually don't really care much about it. I don't even necessarily agree with banning it, because it is a character, the reason I brought it up was because most serious scenes actually will do things to respond to the wants of people. Very few people actually cared about if Steve was allowed, while a good chunk of people hated Steve, so it was easy for most locals and non-majors.
The point of bringing up Japan is that if Japanese Smash players hated Steve like the American players did, they would also start banning it, and then it would likely be banned in almost all serious play. Majors nowadays in Ultimate have to cater to several playerbases across the world which was not always true for Smash.
Wasn't the preceding question of "do you think action should be taken regarding Tera?" still receiving a minority "yes" in responses from Qualified players?
Again, I don't give a fuck about the Smogon Tiering Official Whatever Response here, because the tiering angle is not the correct angle here. This is a game design problem, and Smogon Tiering is not designed to handle game design problems, it is designed for tiering elements and less so mechanics.
In competitive game design there is a hierarchy of elements in a game, starting at the top with the Goal, then the Mechanics, the Things (trademark; characters, guns in shooters, the things that you actually play with), the Maps (environment in which it takes place), and then extras below that, usually togglable.
In competitive Pokemon singles this is: Defeat all 6 Pokemon, the mechanics such as switching, using attacks, status moves, hazards, etc., the Things are the Pokemon, items, abilities, and the Stage is not as applicable because Pokemon is a turn based RPG.
The hierarchy follows in a manner of how important they are to get right and generally not fuck with in a way that makes people turned off, with it also depending for those with several things per category, how many things are fucked with. A big part of why Dynamax isn't appealing is that the "Goal" is shapeshifted through Dynamax as a mechanic; the Goal is now "Use Dynamax in the correct way in order to win, and do not lose via Dynamax". Terastilization is a new mechanic that, while not as bad in the sense that it changes the Goal of the game AS hard as Dynamax, people who hate it generally feel like it changes it a bit and what you are playing to. It's not a wincon, it is THE wincon.
You can get rid of Pokemon, individual Pokemon can be busted, items can not be that well-designed, abilities can be crazy, but if the base mechanics are good like Gen 6 then most people will still play. When you fuck with the mechanics and change what the game is really about, a considerable amount of people are turned off, and we get here.
Tera is fundamentally not something Smogon Tiering was ever really going to deal with, and nor should it really be expected to. The Tiering system is best when it's at the third tier, the Thing, and it's at its hardest or most controversial when it's at the Mechanics stage, especially when the Mechanics are changed in ways that change the Goal. Smogon Tiering isn't trying to game design.
And I mean, there is a reason that no serious big competitive game made by developers that want to make a competitive game follows the Smogon format. For better or worse, they make these decisions, and often that means changing when a minority of the playerbase is entirely turned off by something that the majority of the players kinda likes, but overall would still play if it wasn't a big thing.