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.
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.