I didn't play this pack, but I took a quick look at the previews, and I think the same advice I gave you in the NumLems topic will hold true here as well.
I'd like to make some suggestions for how you could go about creating your next pack. These tips should help you produce a better result, and in particular, to remember "quality over quantity".
For your next pack, create 30 levels. Don't think about what order they should be in; don't try to remember what order you made them in. Just make 30 levels. Spend at least three weeks on this. If you've finished them all after the first few days, go back and work on improving them. Look for backroutes. Add decoration. Make the (non-decorative) terrain look nicer. Cut out tedious bits. If you realise in hindsight that one of the levels isn't so great, get rid of it and make a new one to replace it.
Once you've got 30 levels, at this point, try and sort them from easiest to hardest. It's okay if this isn't perfect - it's not really a big problem if (just as examples) level 7 is slightly easier than level 6; it's more of a problem if several of the levels in the 21-30 range are among the easiest in the pack. Once you've done that, leave it for a few days, then come back and take another look - anything you're having second thoughts about in the order? If you want to go a step further here - instead of using all 30, pick only the best 25 to put into your pack, and throw away the other 5.
Finally, give it one more round of testing - play through the pack, see how it feels. This is also a point at which in general I'd advise to have someone test the pack for you and give feedback, but it can be tricky for newer authors (especially those with a history of rapidly releasing packs) to get others to agree to test - still, if you can, do so, and pay attention to their feedback. Paying attention doesn't have to mean you blindly follow everything they say; but it does mean you should at least give consideration to it and try to understand why they're saying it.
Only once you're sure that your levels are good quality, and that you're happy with the order - then it's time to release the pack.
Yes, this means it will take a long time until the pack is ready. That's fine - good things take time to make. Aside from the example I mentioned of Lemmings Plus II (which, as noted, was worked on basically full-time), all of my large packs took at least a few months to make. Some other creators of highly regarded packs took even longer - IchoTolot's Lemmings United was in development for several years before it was ready for release. You simply are not going to be able to create something of the same quality, if you're pumping out 100+ level packs every few days - this isn't a criticism of your abilities, it's simply unrealistic for anyone to churn out good-quality, well-tested levels at that kind of rate.
And once you do release it - don't obsess over how "hard" it is. That is not the most important attribute of a pack. Indeed, ultra-high difficulty can even be off-putting to some players. Once again, I suggest looking at GeoffLems as an example of how a (relatively) easy pack can still be great.