Alright, thanks LJ for letting me know about all of the things you stated. And I didn't know that it isn't possible to do a ctap in water, my bad lol.
So I fixed and modified everything you told me about except for,
1 5: looks like intended is with a sync, but you can make it without one (don't even need ctap)
2 2: bit of an awkward ss because you have to get a lot of height from it, so you could loosen the spacing a little bit, but it does work the way it is rn
2 4: can be cheated with tele sync, also you could change the position of the wall a bit, since rn you only really use the top left part of it and the rest of it is kind of useless
So for 1 5, I made that jump so that there is no intended way to do that jump, I wanted there to be multiple ways to do that jump.
For 2 2, I think that it's fine the way it is, but if I get more telling me something I should do with that jump, then I'll modify it.
I kind of like it the way it is now.
For 2 4, I couldn't understand what you were saying about the position of the wall, how you only use the top left part of the wall and the rest is useless. I understood what you said about how you can cheat the jump by doing a tele sync. If you could, please tell me what you meant about the walls position and also about which wall you only use the top left for and the rest of it is useless.
CHANGES
Everything else I modified. For 2 11, I extended the ramps height and made it directly above the water using the vertex tool if that's you meant here
You could solve both of those things at once by just extending the diagonal bit further.
For the last connector, I made it so you can surf on the ramps, I just need to see if I adjusted it to the correct angle.
For 2 10, I had the right side glass wall's lightmap scale set to 2048, I think that was causing the visual bug. I'll test that In a minute
On jump 2 8, I brought the last syncs wall down 512 HU making the walls height 6112 HU.
On jump 2 6, I changed the texture of the wall that you can shoot, I also removed the 3rd pogo platform.
On jump 2 5, I extended the blue pogo platform 256 HU.
For jump 2 3, I removed the arrow and made a texture trail that you follow using the clipping tool.
On jump 1 10, I moved the glass back a bit so you don't end up on the wrong side.
On jump 1 8, I retextured the walls with nogrenades to a light dev texture shade.