T6 based on the last two jumps in its current state imo
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Jump 1: speedshot to skip is entirely unnecessary, a catch > wallshot works just fine and feels more natural, although its fine the way it is in terms of spacing and what is shootable, assuming it's kept this way.
Jump 2: imo the last skip plat is slightly too high since you don't increase the height of each skip, just the last one. Secondly the wallclimb gives no indicator for when to switch to the left or right walls for the remainder of the jump. Also imo having what is gonna basically be wallpogo for 90% of the time you don't hit the perfect wallcatch is gonna make the end slow and boring.
Jump 3: Classic torii formula of ss to skip to double of some type, except the problem with this jump is that the platform to catch on is too high/low depending on what type of speedshot you want the player to do (height vs speed). I would recommend lowering the catch platform slightly OR moving it more toward the beginning of the jump and raising it. The second option might mean you have to move the end wallcatch closer as well.
Jump 4: Perfectly fine, although an indicator of where you spawn after the bundle would be nice aswell (i.e. red square on the wall)
Jump 5: You might want to re-look at the design of this in general, as my instinct was to triple on the bottom plat, which then makes the jump t3. If ur intent is too get the player to double>wallshot>wallsync then you need to redesign, which may involve removing the skip. Also the angled skip is just awkward, a flat one would do fine.
Jump 6: Major issue with this one being the low ceiling. I felt like my wallshots wanted me to naturally wallsync towards the top of the target, but the ceiling was always in the way, even if you hit the wallsync correctly where you get mostly height, again ceiling bonks you. Raise the ceiling then its a fine jump.
Jump 7: Spacing issues on this one. Either A) Raise the height of the walls so you have ample time to wallsync between the massive gap OR B) make the entire jump more narrow.
Jump 8: Only issue i have with this jump is that all the wallsyncs prior to this one demand height, where this one demands purely speed. Other than that this jump is fine, but an indicator of approximately where to sync on the ramp for whatever speed you intend the player to get from the wallsync would be nice (a horizontal line or something across it)
Jump 9: Very boring and out of place jump imo, feels like cetalu with how it is. If you want to keep it, thats up to you but i would at the very least recommend moving the final wall before the quint more towards the start of the jump, as it is right now if you're just going for speed on the wallshots and overshoot, its very easy to completely miss the plat to stop urself on during the quint.
Jump 10: Jump is fine, I would recommend again a visual indicator on the wall where you can see that when the rockets pass it, the timing works properly. You may have spaced it so that it should be auto, but if you get low height off the initial wallshots, the timing changes, so keep that in mind.
Jump 11: Sick idea. Would like to see 1) an indicator on the far wall for where you spawn (red square or something), 2) move the grey line downward by 64 hu, the line is way to high for an indicator of where to prefire, 3) make the ending of the jump not be a tele in the ceiling, idk if you plan on connecting the jumps but if so then ignore this.
Jump 12: The Problem Jump. The main offender here is the first perpendicular wall as you turn, it just feels too high and even when I'm going strictly for height off all the wallshots prior I still barely catch the lower edge. I also feel like I want to shoot this specific wall twice, so maybe consider respacing it for that. Also, the space between the fifth and sixth wall is unnecessarily large laterally when comparing literally all the other walls (~3.5 64 hu squares rather than 2.5 like the rest), which leads to losing height and making this jump even harder than it really should be. Either fix the spacing between the fifth and sixth walls or extend the perpendicular one on the turn and you have a pretty decent t6 wallshot jump.
Jump 13: Epic jump, nothing wrong that i can see and it works fine. Only thing for qol would be to add teles on the sides of the ramp so you don't have to walk all the way to the ends of it if a rampbug occurs.
Overall sick map, fix the spacing and this is easily one of the better maps put out in the past 6 months.