I loved the planet-gyrocopter and madman super jump challenges in the sixth level, but the part with the super speeds was pretty annoying because your controls lock and the camera is facing a bad way. There should probably also be a warning that the bumpers are out of bounds, and the colmesh on the tornado interior should be a visible wall instead.
At first glance, I didn't think the seventh level would be very good, but I actually really like it! The giant gyrocopter is a neat addition. I may end up making my own level inspired by this!
As far as I could tell, none of the levels had bounds triggers, meaning you never go out of bounds when you fall. I recommend adding them next time.
The first level of season two was rather confusing for me; I had no idea where I was supposed to be aiming when I saw the random MBU interiors before the orange trapdoors interior. I ended up hitting the respawn key after passing them before the orange interior came into render distance several times before I realized it was there. Maybe next time on a level like that, turn the render distance up and make it clear that a teleporter will stop you.
About the second season two level: people really only need to go up halfway due to the fact this is a gem quota level, making the upper half pointless.
The third season two level isn't very exciting, and I don't see why all of the gems are platinum . . .
The fourth season two level has too many gems I think, although that wouldn't really be the case if it was a quota level, with maybe 40 gems required to finish. It could also use a checkpoint.
The season two finale really needs a checkpoint right before the cannon, a really high render distance (probably), and it also needs to be more clear about what you're supposed to be aiming for. I think the finish should be closer and the cannon weaker, so a teleporter isn't needed.
And finally, we have the third season three level . . . the surprise was pretty cool, but once again there really needs to be a checkpoint before the cannon. The first time I tried it I overshot everything including the teleporter and the second time I bounced off of the tower. The third time I was aiming much worse yet managed to go into the teleporter. So anyway, next time you have a cannon like that, don't make it so powerful and make sure the players will know what they're aiming at and where to aim.
In summary, I had fun playing this pack, and although you made mistakes the levels are much better than MBAI was. The best advice I can give you is spend more time on each level and try to figure out what parts may be confusing to players. I think you should also try making more custom interiors!
PS: You spelled "colliding" wrong.
PPS: It's funny seeing everyone think this would be cancelled, only for it to be released and updated several times.