Might just be cause its early, but it seems more t5 to me. Most of it is nice t4 jumps but then an angled triple into a quint and last requires some nice long wallshots into an upsync?. Both seem fine though, but I find it odd to have like the 2nd hardest jump in the middle, but thats just me.
Small things that may or may not matter:
ramp going down after the first sync (3 into 4), did you want that to be slideable? because its not steep enough at the moment
4&6 are pretty easily tele-synced (probably intended to allow speedy strats)
6 you may want to use a hint-text popup instead of the hud-hint? I find them to be small and harder to read.
You can shoot the side walls on the jump after the ramp-V prefire thingy. Lets you skip doing the little wallclimb-strafe bit. Might also be possible to pogo the rock bit above there too, the tele height certainly allows it, easy to block if you nonade the floor
If you wanted to make the quint thing a bit more forgiving you could add water to the floor of the sync before the quint so that you could recover with a water double -> triple to get over the wall or do like shootable walls without regen
Looks nice, seems like there's good potential for some fast chained jumps on this.