Even if you fixed most of the technical issues I pointed out, this hack still needs to be improved a lot in level design terms.

I forgot to mention this in the last removal log, but the title screen starts with a bad camera position. I don't know if this was intentional or not, although if it was intentional don't worry.

You corrected the tiles position, but you still need to fix some things in this submap, the purple circles mean the water is using a wrong palette, the red circles mean you need to add a corner tile. Also, Mario shouldn't be climbing there.

This hammer bro decided he didn't want to be in this badly designed level, so he decided to commit suicide (read: place the hammer bro in a layer of blocks above the ledge, like in SMB3, so this won't happen).

Even if you added a few more enemies in this level, it's still pretty empty, and there's still this long P-Switch babysitting part.

This level is still pretty empty as well.

You got rid of the floating/stacked munchers, which is good, but this segment was still empty and repetitive.

These guys still have bad palettes. Those enemies are supposed to be red, like
this.

Here you pretty much replaced the parabuzzy segment with this, which is still repetitive. Also, Yoshi's fireballs have glitched graphics.

Easy 3-up moon. Those things are supposed to be very hard to find.

Yet another repetitve segment.

Ok, this level was better, it wasn't exactly repetitive, or empty, but it was too short.

The fishing boo is not really a threat when it's placed that high.

And now, I have to run straight forward for several screens...
All in all, you really need to improve your level design. Your levels are pretty flat and strait forward with very few enemies and repetitive segments; I know you can do a lot better than this. Try adding things like terrain variations, pits, slopes, pipes and other obstacles so your levels won't be so flat; also the player should face enemies more often and more than one enemy at the time; finally, you should never copy-paste segments, this makes your levels very repetitive. Try playing some
accepted hacks so you can get an idea of what we expect in level design terms.