This is a promising demo for the sequel of your first Kaizo: Hard hack. It makes good use of several vanilla mechanics and the sprite-on-sprite interaction patch, while making item management way more tedious, allows for some clean setups to showcase vanilla mechanics that are otherwise hard to abuse. Still not a fan of the walljump patch, though I suppose that this is subjective.
There are some breaks, especially in the third level (see dacin's playthrough for details: https://youtu.be/AxdJH1f5vec), but I don't feel like they hinder the level design enough to warrant a rejection. After all, there is no break-proof puzzle level anyway.... You should still fix the major breaks for the next release.
A note on the difficulty here: I was completely unable to play this without 50% slowdown and had to resort to 25% slowdown for some setups (actually I played the last room in the first level in frame advance because that setup is tight as hell). 10 years ago, when the first pit hacks were built, this was more than enough to classify a hack as "pit". While difficulty creep appears to be a normal trend in all user-created levels, I feel like you went overboard here. That is: If you plan on increasing the difficulty of this hack even further please consider submitting this as a pit hack (Don't be deterred by arbitrary labels though; if you want to increase the difficulty, go ahead!).
Moderation notes: Fixed the tags.