Backslash: is a backroute
Little Miner Puzzle 3: btw after watching Flopsy's recent Cunning videos, I feel like reducing the number of lix in Little Miner Puzzle 3 makes execution potentially a bit harder
Tower of Babel: still has the chalk pieces messed up
Don't Look Back: I remember in Flopsy's video the lack of time limit means you don't have to cancel builders/platformers, making the level easier
Land of Rainbows and Unicorns: There's a hackjob solution where you mine right away at the top, get a walkable slope, and assign a basher in the crowd in such a way that exactly one lix walks up the slope. I very much don't like it. Hard to do something about the hackjob solutions without compromising the aesthetics. Making one of the 2 pit 4 px deeper should work, which breaks the symmetry but could at least be done in style
Skulls, Sludge and Steel: The physics change making the builder start further to the right allows you to easily bypass the two spikes hanging from the ceiling, this should be fixed
Tick Toxic: used to have a tight time limit, so that might explain why it's a bit overranked now
Well OK Then: Used to have more lix, so you have to cube a path for them. Now you have enough walkers/jumpers to get around that, not sure i'd consider it an issue though
Alien Invasion: These hackjobs still work
Can I just get rid of the steel? This has been plagued by backroutes, but I'll have to have another look at it.
Alternative methods required: Is open-ended and meant to have many solutions.
Bipolar Maniac: This backroute is again a result of cutting down the number of lix without giving backroutes too much thought. There's no harm in giving e.g. 20 here. Haven't checked the actual fix if any was posted yet.
Cornerstone: I think it's a minor variation, but I like it.
Crown Jewel Heist: That first solution is quite impressive. Cutting miners is certainly a way to get rid of it, tough using diggers at the top makes placement a little more precise (or requires an extra iteration
through the map) due to the dicrepancy between the x-position of landing for the digger and any subsequent lix falling through the gap.
Don't Catch Me: The timing is a bit tricky, I agree. But I always have to be wary of backroutes which might come up. I don't see a solid way of making the timing easier without making everything bigger (i.e. more builders and thus even slower). The double builder cancelling route is nasty and hope gets eliminated via physics.
Empty Space: Is not quite intended, but Proxima didn't like my backroute fix that eliminated this. Still not quite happy with this variant being possible.
Eye of the Needle: A lot of interesting backroutes. I guess converting from bashers to miners (long time ago) had some drawbacks in the end.
Halfway Down the Stairs: cool trick there!
Low Profile: Wow, that's completely different from the intended solution, but very crafty!
Theresa: The steel piece in the top-right is upside down.
To Destroy: I think the way the crowd is sent home is slightly different from what I remember.
Triangle Ineq: It's meant to be impossible to release the two parts of the crowd separately, should be fixed.
The Mon0lith: you made your life a lot harder in the Mon0lith than necessary. There is a pretty consistent setup that doesn't require luck with how your climbers align.
Segmentation Fault: I think 30/50 is a good fix, unless you want to be strict.
This is a Stickup: I think it's an open-ended level, not sure. It's not easy, and all solutions that I know of feel a bit hackish one way or another.
A Towering Proposition: This is an exact port from Insane Steve's Cheapo set. That one had 4 ranks, the last one also called Hopeless, and this level was in the last rank. A decade of people getting better at solving levels now has this level in the first half of the level pack now.