Most of the weapons in this map are close range ones. Thin about that in this layout is that there's a lot of open space that could take advantage of weaponry such as Gyro Attack. You could easily replace Magic Card with a distance weapon since the only advantage it has is MAYBE hitting people through the middle building, where there's enough space to stay away anyway. Blizzard Attack, Spread Drill and Thunder Beam are all good choices to replace the excess of close range weapons as well, which include Air Shooter, Flame Sword and Wave Burner.
Needle Cannon is a good choice for this layout, but it's generally a good idea to include a couple of small ammo pickups alongside weapons, especially if their surroundings are more or less this empty.
These pillars provide a way up, and while Fire Storm is an okay weapon at a distance, it's not okay to force players to pickup a weapon. That being said, there's plenty of weaponry in this map that can easily out-damage Fire Storm (including the easily accessible Noise Crush), so its use is probably not warranted. You could remove Fire Storm altogether without causing any harm to the weapon selection aside from my previous argument, and...
Considering the insane damage output of Noise Crush, I usually treat it as I'd treat Ballade Cracker and other power weapons, requiring some effort to get. That's however, my opinion. You can leave it where it is and that's probably okay as well.
Problem with these ladders is that anybody who climbs them can easily fall down right after. The wall textures should also be adjusted so that the shadow part doesn't show. Just scroll the texture upwards by 32 or 64 units as needed.
Once up here there's not much to get other than Crystal Eye, which is not only redundant with Pharaoh Shot, but potentially more efficient (albeit remotely inside the building as it's really tall.) Party Ball is a box of chocolates, and considering the rest of the layout, there doesn't seem to be a need to go get it. Remember that if you make areas like these that are hard to get to, there needs to be more incentive than flat ground and two things. The grave-like hole that leads here felt odd and unexpected as well.
There's no need for this platform to be so tall as it just leads downwards immediately after. You could lower it by 32 or 64 units, or come up with another way to connect this inside part with the outside more efficiently.
Not much need to get this when Pharaoh Shot is available with little effort. In this layout, Flash Bomb will probably be most effective in the surrounding moat, and there's always Needle Cannon down there anyway.
This staircase was tough to jump up to, most likely because of the angles. You could easily have it be just two 64 steps, remove the ladder and have springs in the second step.
As one last suggestion, bump all of the brightness in the map to 255 just to see how it looks. If it's good, then it would be great if you kept it. I mean, seeing as KNDM04 is a thing, I can't really say it's bad but there's no harm in trying it out. The reason I retained the non full brightness in my map was because it just didn't feel as eerie with 255 brightness, so I understand.