This wall should be grey because you can catch on it, rather than it being a tele.
I dislike this jump. I dunno if I'm doing it correctly but I have to look up while doing wallshots to make sure I don't bump my head on the ceiling.
Jump 11 wasn't hard for me. People probably don't like because you put a Shunix-style reverse downward ramp sync (poor decision I might add). The wallshot is a bit weird since you can't tell depth easily from the grey textures.
I'm not a fan of jump 13. I'm not sure how to exactly do it, but I did it with wallshots on the sides of the pogo platforms on the top. If it were up to me, I would make the pogos thicker so you can wallshot on their sides.
13 was spaced well for me, even when I did a ctap triple it was still fine.
14 is a bit odd. I don't like how you put a space between the jurf and the ramp. I did the jump by syncing three rockets onto the ramp. Couldn't do it by jurfing normally, but my jurfs kinda suck.
Make this wall grey since you can shoot it and it's not a pogo.
You can stand on here.
16 was fun but I'm a bit iffy about it since I had to slow down sometimes for the wallshots to get the height. Also you can just wallpogo on the wall in the middle and make it to the end. Also I wasn't able to do it, but you can probably cheat it with a sync.
For 17 you should make the question mark easier to spot. People aren't gonna see it when they get to the jump and get super confused.
20 I did with a triple on the edgebug thingy, but you said you wanted different strats for it so it's fine.
Overall, I want to add that the grey dev textures you use for walls make wallshots/wallpogo a bit harder, since I can't tell depth at all, so I can't tell how fast I'm going vertically sometimes. That's just a matter of preference though, and I would still be okay if you kept them the way you are.
Anyway, I want to end with saying that all the other jumps are super duper fun and were a blast to play