
Personally not a fan of that type of jump. There's always that semi-random chance of Panser spawning a fireball when you're on your way across.

I somehow managed to forget why I took this screen.

Ignoring the Panzer not there anymore- suppose I miss the jump and I'm at where Mario is. How am I supposed to get back up without taking damage?

You should put an ON/red wall up on that block the firebar on the right is using. It's better safe than sorry for someone to skip over a good portion of your level.

Note the red on the ledges beside the pipe.

Palette 6 shenanigans, which SNN covered.

Too slow on taking the screenshot and I can't rewind in SNES9x (I also refuse to use savestates for this project unless I'm trucking through a level), but glitched lava splash tiles... which SNN covered.

This is a result of the side effect from the slippery blocks I asked for you to work around. SNN covered this already.

I think the initial BG position is set too low here.

Palette 6 shenanigans.

This pipe should just be replaced with a patch of snow because of that slippery issue I mentioned.

Somewhat mean-ish jump for big Mario.

Just replace these cement blocks with ice or vice-versa.

I'd personally make Nipper plants vulnerable to fire, but that's ultimately up to you.

SNN

Pretty mean jump to make... then again, I've done some pretty "mean" jumps with the two SMWCP1-2 levels I've done at the end of my levels; so that's up to you.
Overall, the level is a vast improvement to the "BS"-filled version you did prior, but still rough around the edges. Please note that these screens were taken before you made a second update for the day, so many of these comments may be already addressed and you can just discard them or whatever. I haven't tried your latest version (I'll skip that in favor for your next one), however. Just be sure to add a second checkpoint at the entrance of the last sublevel.