It's a huge level. It's not surprising that bugs are showing up. It's recommended that levels be beta tested before official release to help prevent this, but test all you want, someone's bound to find bugs anyway.
I finally started playing this level yesterday, only found about five endings. It figures that a new release came out the very next day. Hopefully, it will help me find the rest of the endings. So far I have to say I really liked the "hot lights", a clever combination of default tilesets and objects that I haven't seen before. Made some of the best action in the level so far in my opinion. I also like the text near the save points, takes the edge off dying a little. Great writing on the endings too, haven't found seen one yet that didn't work cleverly with the level's intro and exploration. With all the praise I'm giving you I guess I should criticize. The hidden passages are annoying. Many of them have no indication of their being there, not even with the detector equipped. Some of the jumping takes a little too much precision for my taste. The mazes where you can't see the walls, no thanks. I would have stopped playing after one or 2 rounds if it weren't for the great endings.
I actually didn't understand what the blue detect target did until I finished making the level, I should go through and add it for hidden passages, though it's hard for me to know if I should or not in many cases. A lot of the secrets aren't really meant to be found the first time you go through and a lot of the secrets don't really add or effect anything other than just reward someone for looking for them. I do agree that for places that only have one possible entrance that is a secret, I should add in blue detect targets though. Also, it occurs to me now that this would make the mazes less only guesswork.
My problem is the point of the level is that there are places built that the player has no idea to go to but wants to check and see if it's possible to do it. For example, in Super Metroid when you figure out you can bomb jump and then, I think most of us, wanted to see what would happen if we bomb jumped at the opening with the open sky to try to see if there was something above that area. I was disappointed when you just hit an invisible ceiling. So that's kind of what this level stems from, what if you bomb jumped up there and there was a whole huge layer of the level above everything that was just hidden. I don't want to necessarily prevent a person from seeing the level but I also want it to be their idea to explore it (which is also my problem with removing the autosave shift from the repeating tower).
The parts that you've played are probably only the original level I made before I thought that I should add an entirely new thing on top of it that nobody will probably see but to me, it's much more in line with what I want from a game to plan to have a person only see 25% of the game's content if they play through averagely/once. This means that someone who gives more will get more out of it and people will usually have differing experiences.
So when people talk about the game and say that the spaceship was their favorite part or the floating ocean, someone else can say, what the hell? Floating ocean? Where was that?
If I put blue targets where every secret was then the first secret after you get the detector would be exactly where everyone goes to and so on with every other secret. I just don't know how to find a happy medium with that kind of thing after the player gets the detector.