Tip: When making your overworld, mix the terrain up! Add decorations to the overworld. Don't leave large empty grass or sea regions. As an example, angled land and multiple colors look much more interesting than square land and flat, plain colors.
This patch activates the Starman mechanic that was mostly coded into Super Mario World, but was ultimately left out: If a Star is spawned by carrying an item past the goal tape, a flag will be set that then doubles on each level load - once Mario enters 7 rooms, he will enter the room with Star power, and the flag will reset. The patch also adds a few extra changes, which can be read in the asm file.
The main rejection reason is having star put in the item box overshadows the intended mechanic, which is getting star power on
(sub)level enter. Either have this unused mechanic or just the star in the item box.
Besides that, there are a couple smaller issues that should be addressed:
-if you double grab past the goal point when !RoomChanges = 1, the star power won't kick on next level enter because it goes over that value (and it checks only for that value).
-having star power in bonus level shows glitchy sparkle graphics. while it goes for star power in general, there should be a check for bonus levels, to not increment counter and waste power on them if preserved (assuming you keep unused mechanic)