Please don't let Splatoon's competitive scene become as limiting, circlejerking, and scrubbish as TF2's competitive scene, where things are banned because "we don't like it".
and that's how i know you have no idea why things are banned in tf2
weapons aren't banned in tf2 because players just don't like it. if i could i'd ban the black box because i think it's annoying the soldier has another source of regaining health, but it's not a bad weapon, it's fair and balanced and everyone knows that, so it's let in, even if it's annoying to have a roaming soldier worrying even
less about health. things in competitive tf2 are banned because they slow down the game, either because they're op or have bad design choices. for example, the mad milk is banned because it more or less eliminates the need to seek out health kits or rely on your medic, because when the other team pushes the scout can just milk them and ruin the push. if the mad milk was allowed,
every scout would be using it and the meta would be stale and over-centralized, even though the weapon isn't really overpowered in the sense that it kills things faster or helps you play your role better.
most competitive shooter communities do this as well (unless you're playing counter strike, which is in its really odd completely independent state in esports where pretty much anything goes since 1.6 in the year 2000 and has valve patching
some things
sometimes) and imo splatoon should follow this same path. if a weapon set or combination of abilities is overpowered, over-centralizing, or otherwise unhealthy to the established meta, don't let it in. it's not a fighting game where things would be better off letting the meta find itself, we have some control over the meta of the game we're playing and we can better it.
the game comes out in 4 days, and private lobbies are coming in an update in august. we have plenty of time to find out what's healthy and what's not before the competitive community can truly kick into overdrive.