few interesting jumps
8 definitely make last ramp less steep
9 the second ceiling is a littlelow, on very good wallsyncs you can almost do the second wallshot after hitting the ceiling. and the jump would probably be a little more fun if you made the end platform a little closer, I know you can nuke it quite hard with a ctap, but doing big syncs like that well is often just annoying
10 only saying this on this jump cause it seems closest to being finished but this is a common issue on most jumps: put some vel filter teles or something so you dont need to wait 3 million years after failing.
11 I am way too fast for the second wallshot. also easily overshot the last wallshots, was like 700 units too high to shoot them on my good attempt. the last wallshots also seemed kinda close to each other, felt cramped for speed
13 the wallshot after the corner feels farther away than the one after it, so the next wall feels kinda awkward, in general that wall (3rd) felt kinda far away, if I get to it without letting go of w I lose a lot of height
regarding difficulty, it would probably be a good idea to lower end a little, if only because getting a good angle out of the water double is pretty annoying
b1 the target for the prefire wallshot is way too close
b2 the timing is very finicky, I didnt really manage to get the third rocket to line up well
Otherwise I agree with the known issues