I'm more stating that your hypothetical is a tangent without merit. Why does it matter if Iceman can come up with gimmicks? If he can come up with gimmicks, he would be better served MAKING an ice stage than talking about it in this thread.
There are a lot of potential gimmicks for stages that work in any theme, such as how we ended up using the ropes in ACZ (they would honestly work in any theme we wanted). We could also cross multiple themes, mixing ice with something else to provide more gimmick territory, such as an ice casino or an ice forest. Remember that official SRB2 stages aren't bound by the limitations of what's currently coded into the game, too. If we wanted to make, say, Ice Cap frost launchers that turn you into an ice cube, we could. Your statement that there isn't enough unexplored territory in ice stages simply does not hold water, regardless of whether or not Iceman can make up a gimmick for you on the spot, so I don't understand why you're even asking. The reason there isn't an ice level in SRB2 is that we haven't made one, shock of all shocks, and it simply isn't a high priority to create one at this time.
There are a lot of potential gimmicks for stages that work in any theme, such as how we ended up using the ropes in ACZ (they would honestly work in any theme we wanted). We could also cross multiple themes, mixing ice with something else to provide more gimmick territory, such as an ice casino or an ice forest. Remember that official SRB2 stages aren't bound by the limitations of what's currently coded into the game, too. If we wanted to make, say, Ice Cap frost launchers that turn you into an ice cube, we could. Your statement that there isn't enough unexplored territory in ice stages simply does not hold water, regardless of whether or not Iceman can make up a gimmick for you on the spot, so I don't understand why you're even asking. The reason there isn't an ice level in SRB2 is that we haven't made one, shock of all shocks, and it simply isn't a high priority to create one at this time.