If people aren't posting in this thread, it's possibly because they are either confused because of the name of the hack or something else. Don't worry, this forum's been too inactive that I am the only one to give feedback out of the main people here haha.
Anyway, I played this hack, and I have to say - while you improved on your hacks, this particular one still has some mistakes that I'd like to point out, starting here.
Well, the first level is... well, short but cool. It has several ways to beat it, and the way I did: I did the normal way, plus hitting both invisible note blocks, and then I got the P-switch, stepped on it, got the yellow shell and hit the ? block before jumping on the note block. Then I waited for the P-switch timer to end, and then I respawned the yellow shell again, and I jumped on the second note block, skipping the spiny bit, and then I got the flower. Afterwards, I did some shell jumping and made it all the way to the goal. Not sure if it was the intended way, but if it was, you have lots to improve on this level. A suggestion I could give to you is to block the death block atop the one next to the spiny section (not the one it is standing on) and maybe add some coins between them. Also:
The pink munchers can be swimmable, meaning that you had it act like tile 5. You could use an instant kill block, that's on the original BlockTool, but since it's removed because it's way outdated, I can't seem to find a list anywhere.
AS for the switch palace... while it's somewhat decent, it's still bad. The beginning took me a few tries to get past, because the wall springboard killed me, no matter what I did, until I finally made it to the end. Well, so far it looked possible until:
Did you test this part properly? Unless I missed something here, I can't make it to the flower because of the invisible coin blocks, and the fact that its behavior can change. I think you should change this part.
The second level looks somewhat decent, but too short compared to the other levels. I think you should extend it a bit. Also:
You're aware that you can hit the invisible note block from below and jump onto it, making the springboard useless, right?
The third level was way too full of breaks, and also very easy at the beginning. Out of several breaks I could perform on it, I'd list going above the sections from screen 01 to 02. I think you should remove the springboard on the level.
You can pass above the level, skipping the blue pipe.
You can skip the bottom section by jumping into the Clapping Chuck and then the Diggin' Chuck. Also you should add coins or something like that for the bottom row because it's not visible in-game.
This springboard is useless, because I could easily jump all the way to the seesaw platforms. Same thing for the last section of the level (the one with the Hammer Brother).
Nope. Not fun spinjumping on fireballs for more screens.
The last springboard is useless, because I could jump all the way to the platforms.
The water having the priority enabled makes the section irritating. If it wasn't for the pink munchers, which can be easily swimmable, the section could be a bit more annoying.
I can say this hack is way better, but it still has lots of things to improve, mainly level design related. Remove all the useless springboards, or make an use for them. These sections that can be broken could use a little of work, as well as some annoying sections here. Don't worry, I'm not listing your hack as horrible or being blunt, I'm just pointing out the mistakes that can be fixed easily.