Really only 1 or 2 jumps that I think could be better, but they are also just my personal opinion so you don't need to change them if you don't want to. I do have a few QOL suggestions as well.
Thanks for the feedback but my vision of the levels are pretty much set with spacing and all.
For level 1 I want to ease into the map so I dont want it to start off too hard. Its almost like a warmup/practice level.
For 2 the top is nonade as if it wasnt it would turn into a pogo level rather than a walls level. (Although a bit awkward at first, learning the level doesnt take much time to get consistent at it, so I wouldnt worry too much)
For 5, this one is more about precision, not just going for max height/speed, but I might consider raising the roof.
As for the rocket limit triggers, Ive played around with their placement as much as I could without changing the actual geometry of the level starts and with a lot of testing the current version prob has the most optimal placement. Ive thought about placing them after the start too, but ran into some issues with that method of consistency with giving the rockets. With most levels that could potentially have a problem with accidentally firing a rocket before the jump, I made it so all you have to do it jump, and when you land it will reset you
Lastly, for the connector teles facing down, thats just a personal preference of mine with what felt more natural