I want to elaborate on this thought in a more helpful way for somebody who doesn’t know how to answer this question.
I’ve sort of been planning to make an overarching thread about this idea in far more detail, but essentially, when you’re adding something into your sandbox, you should be adding it with intent, and that includes things that are in vanilla fire emblem.
An example I like to use is rescue. Most hacks have rescue in them, because they’re mostly in the GBA engine and the GBA FE titles have rescue as a core mechanic. However, most FE titles across all platforms do not have rescue. Does this mean that rescue is a bad mechanic that they’ve left behind? No. Does it make those games lesser for their exclusion? No. In Tellius, the games that shove is actually from, shoving is in many ways a replacement for the rescue mechanic, a different kind of way to allow units to be repositioned. One could argue that canto+ is the Jugdral equivalent, a mobility tool to ease positioning burdens, albeit in a very different kind of way.
Most players who include rescue are doing so thoughtlessly. That doesn’t necessarily mean it’s the wrong idea for their game - if they sat down and thought about it, they might decide rescue is a mechanic they enjoy being in their sandbox, and thus decide to keep it. However, if you haven’t done that thought, than how do you know? Rescue is a mechanic that massively warps class balance and the strategies one can employ for beating a map, and for a mechanic so large in scope, it’s interesting that many hacks simply consider it a baseline part of the sandbox akin to stats or weapons.
Shove isn’t innately activated when you crack open your copy of FE8 to start tinkering, and so it’s viewed as something you’re adding to the game. But you’re not “adding” to an existing game - you’re making a new game, with new units, new maps, new items, new design priorities and fixations and verbs, using the bones of an existing game. You should think about what it is shove accomplishes in your sandbox, what it allows a player to do and whether or not this is desirable to you, and also if it should replace other similar mechanics upon inclusion.
At every turn, design with intent. It doesn’t matter if a player (or a group of players) likes or dislikes shove, because they’re not playing shove, they’re playing your hack, and every feature you add to a hack has interplay with every other feature. If you have designed an entire act of your game without shove being a mechanic, how do you know the maps still flow right? How do you know it’s useful or fun if the game was never designed with its use in mind? Are you adding shove because you like hacks with shove, or are you adding it because you think it’s right for your hack?