MM1BOM - Replace Beat Call with Rush Coil
MM1ELE - Stone Man-ify this map. Cut down on the number of 64-high jumps. Side note, taller ceiling near Dust Crusher would be dandy and make fights in there less awkward.
MM1ICE - Modify the above section such that the middle platform is more like the middle elevation in the underground section. Remove said underground section, and replace the pits leading downward with teleporters that lead you higher up.
MM2HEA - Tone things down with both visual and geometrical complexity. This map's layout really isn't bad but some of the divets and indents in the floors and walls and stuff tend to fuck with specific weapons (Floor crawlers mainly). I also agree that the fences are kinda weird and overcomplicated when they could just be regular fences and serve the same point.
MM2DW1 - Seal off the back two rooms with the teleporters. They're pointless and any desired cover is given by the shape of their exterior, and the middle two buildings that are both easier to get in and out of, but also keep flow moving.
REMOVE MAGNET MISSILE FROM THIS FUCKING MAP.MM2DW2 - How would people feel about me connecting the water sections
here? I feel it would improve flow and make the Bubble Lead pit less of a death trap, but I'm curious of what sounds best to you guys.
MM2DW3 - Provide for a way to jump up to Crash Bomb naturally. This map is straight perfect otherwise.
MM4PHA - Make the sandy platform thingers on the map's furthest exterior less painful to run around on. It's quicker, easier, and more rewarding to just skate along the pyramid's exterior.
MM4RIN - Space Railings. Backpedaling on this map fucking sucks.
MM4BRI - Remove all semblance of the brightness gimmick. I'm not ok with it being a strictly visual thing because I'm afraid of it messing with gameplay clarity. If you wanna make the enemies drop health or something in combination, then fine sure I guess. That hole in the middle of the stage also serves no purpose other than to be annoying. Making it a wide pillar instead might be cool.
MM4COS - "As a potential experiment, how do you think the map would change if the door by Astro Crush was sealed off and the outdoor section were adjusted to combine with the Ring Boomerang spawn?"
MM5GRA - I think this map is fine (especially with Beat Call involved), but in light of recent distaste for this map it may be beneficial to turn any remaining 64-jumps into 32-jumps.
MM5CRY - Could the Crystal Joes be animated more smoothly? Make them like lower their arms or something when they're not firing. Map's fine.
MM6CEN - This is mainly just an observational thing, but walking around required me to jump more than any other map in core. It's admittedly rather exhausting.
MM7 sucks except for Spring, Junk, Shade, new Freeze, and the first three Wily stages (especially the VU on MM7DW1 oh baby) but you knew that already
MM8SWO - I hate the Yamato Spear spawn but I really doubt other people share my sentiments so whatever - I'd like for the gap between the two sides to be closed ever so slightly though so that you can jump it if you don't want to risk the two more precise jumps for the health or the weapon.
MM8CLO - Do all these panels really have to be here? They completely stop the flow of non-DM gamemodes, and a good number of them just aren't enjoyable at all. (Like falling into pits? Well how about instant death? Wanna memorize some teleporter locations you can only use effectively in very rare, opportune instances?)
MMBAST - Remove the rising platform near Duo Fist. It's really irritating for traversers and pursuers alike, and it's impossible to die to the ceiling spikes unless you're under the effects of Time Slow (which isn't on the map) or have run turned off.
MMBCOL - The center room is something that seems nice on paper but is rather frustrating in actuality. It's way too easy to escape from, and unless you really like Blizzard Attack, there isn't a lot of reason to stay in there. Make the jump from Treble Sentry to the interior one-way, add some geometry, some additional health, maybe even Arrow Buster or another Spread Drill token in there. The ice block makers should have some visual tell as for when they're firing, such as the effect used in MM&B itself.
MMBBUR - Still open for opinions on this map! I'm pretty satisfied with how it is at the moment, but any suggestions for the gimmick or the layout will not fall on deaf ears here.
I guess that's it.