
The start checkpoint should be centered over the hole, or else it creates an issue that it's slightly faster to start a lap by going around to the other side and jumping down from there (because it's less time between coming in contact with the edge of the checkpoint sphere and starting to fall down the hole), but players couldn't discover that fact without going to edit mode.
Speaking of the starting hole, there are some recessed lights in the corners that create small ledges which players can get caught on. I recommend clipping those off.

In this section, the correct way to proceed is by going left with wall runs and wall jumps to stay above slime level. But a player who looks to the right will also see a passageway going up, which it's possible to traverse for quite a while before finding that it tops out at a dead end. This is amplified by the fact that at the next slime section, the player indeed can and
must traverse upward in a similar fashion to proceed, as going left at that fork leads only to a curious dropdown and forced death in a slime pit. There is no visible indication of which way is supposed to make progress, which is the one scar on the level design.

Up at the top of the round room with vertical lasers, half of the crenellations are clipped off, but the other half aren't. Curiously, this shape of a 1-meter-high gap looks ripe for abuse, as a player who can get jammed in there will have an easy trip over the top, to the left, and straight into the final room for a big cut, but even the unclipped gaps appear not to let players in.