Kraggs is one of those characters with very high survivability. High weight and gravity combined with a recovery with an exceptional amount of resources gives him the highest survivability. Pillar, sideB, sideB cancel and its many many combinations, many of the more advanced recovery routes stem from his ability to pull rock from his own spawned pillar.
It’s a cool ability synergy to be able to pull out his projectile from his own spawned ground, but its such a nobrainer move to pull rock on your pillar in so many situations once you’re aware that it’s a thing, unless the opponent has already lunged themselves off the ledge the moment Kragg got launched offstage to stop you. Rock enables so many recovery mixups and gives you the chance to return on stage with your rock already pulled, so why wouldnt you always do it?
Thats why I suggest, as a way to make it a more commital option and make Kraggs resources when recovering not take as long to deplete, pulling rock out of your pillar makes it passively sink until the pillar goes out of the level, even when you’re no longer standing on it.
This means if Kragg is swatted away from the ledge after having pulled rock as he’s recovering from the lower corner, he cant drift and land on the pillar since it’s already been sinking and possibly despawned, and if Kragg does it when doing a high recovery, it will sink and more quickly stop acting safety net to tech off of.
It wouldnt outright remove it as an option for Kragg but it makes it far more commital since you’re essentially trading your pillars presence as a second chance to survive/recover in favor for pulling rock in a safe-ish position for recovery mixups and potentially returning on stage with rock already pulled. In a way, the moment Kragg would pull his rock from his pillar, he’d be put on a timer to get back on stage before his pillar is out of the picture or low enough that he cant make it back at all. I think that will make starving his recovery resources not take as long as it does for other characters.