I know this is a big bump, but there are a couple of things I'm wondering about this level, and I didn't think it was necessary to create a new topic.
Firstly, what's the purpose of the hidden unnamed room east of the Crazymaker room? You can reach it by going south from Camera Three. I think it'd be a great place for a trinket; I missed that room on my first playthrough and a couple of Youtube players missed the room too (blind playthroughs). Then there's that big empty box. No easter egg? I think it's the only unnamed (used) room in the level.
Secondly, I think a couple of "autopilot" rooms are broken with the 2.1 final patch - due to the vertical inversion planes being moved one pixel left. For example, in Ping Pong Flippety Flap, in version 2.0 if you go through the GQ's Tears room as intended (holding left non-stop as you pass the blockage on the right of the room), you'll eventually autopilot to the exit (whether you hit the spikes on entry to PPFF or not I think), but in 2.1 you die on the spikes by the left gravity line, due to the realignment. Other gravline rooms are affected too - "Rat-tat-tat" works correctly if you just hold left on entry in v2.0, but in v2.1 you have to slow down a little to actually hit the platform.
"Perrin's nightmare" is considerably easier in v2.0 due to the difference in the gravlines, too. Maybe the patch should have graphically realigned the gravlines but not actually change the pixel on which they work, so as not to break existing levels?
And in "Safe within the walls", does it work as intended? If the double-length conveyor with the spike that normally kills you on autopilot goes left instead of right, the autopilot eventually puts you just below the top right checkpoint.
Finally, it's possible to get stuck at the end. If you're on the edge of the screen when you reach the final Outer Space screen, you'll get stuck in a lower right Warp Token infinite loop. And you can't get past the final crewman without rescuing him, so you have to leave the first crewman if you want to make sure you get all the trinkets, but I think that's already known.
EDIT: One last thing. The "Doing things the side way" trinket doesn't require you to do things the side way. You can just go to the bottom and diagonally flip past the spikes in the way. I'm thinking this is intentional, though, because the designer could easily have added more spikes to prevent this?
EDIT again: Even "Velocity determines impact" is affected by the gravity line change. Previously, the leftmost vertical line, when it sends you back downwards while moving right on the lower moving platform, it would put you on the lower conveyor belt, bouncing you back to the top moving platform, then back to the upper conveyor. Now, with it moved a pixel left, it puts you straight on to the upper belt, making the screen quicker on autopilot.