Well, I've been playing the LoCP version most of the morning...
It's considerably easier (most of the time) than I was expecting, but there's still some challenge... pretty much just the right amount for Crap Players to get that little
frisson of accomplishment without being so hard that it verges on not being fun.
I'll still probably try to find all the toasts & other easter-egg things in the original version eventually, and try for the A+ score, but for now, I'm really enjoying being able to focus on playing through the story, as opposed to spending so much effort trying to get past individual challenges that I lose track of where in the story I am. Not having to worry (so much) about dying is also leading to my appreciating the visuals a lot more -- always a good thing.
One issue I did notice was that
if Juni doesn't exit the pipe at the first opening after shutting down and entering the second pipe, she can exit it instead in the machine room, meaning that she misses the room with the bird and the note entirely. It's still possible to get into that room afterwards (even for me... though I've gotten much better at trick-jumping over the last couple of months, and many LoCP-level players might not be able to, assuming they even thought there was some reason to go that way) but you might want to do something to prevent players from missing that crucial bit of story -- either have the second hatch be "temporarily out of order," or change the structure of the pipe between the two hatches so that it's impassable without the double-jump powerup, maybe.
Thank you again for doing the LoCP version of this level. I fully expect to be able to draw a bunch of new players into KS with it...