Hey!
So, like I said, I really liked this level, and that's why I wanted to take some time to write some proper feedback for it. I hope this doesn't seems a bit harsh, I'm only writing so much because I liked it, and I'd love to see you polish up the rough edges on this a bit.
Here are a few particular issues I had:
One way ticket: I never like it when a room opens with an unavoidable death trap, and the spikes right beside the door here mean that's very likely, which it's a shame when it's the second room in the game. What I'd probably do myself here is just removing the spikes on the floor and have the conveyors extend to the wall.
Security Entrance: Single tiles looks a little weird with the lab tileset! Maybe make the tile connecting the gravity line have two tiles instead? This is also an issue in the following rooms: Security Lock 001 (upper gravity line), Warp Disturbance, We really need to fix these, and Overdone it with the spikes.
Security Lock 001: The sequence of eight enemies at the start here looks pretty cool, but it's a little tedious especially right at the start of the level. It might be worth making this a little easier - how about giving more floor space, and using enemy bounds to make it so they don't go down as far?
CAUTION: May Contain Pits: It's possible to totally miss the crewmate in the room to the right here, which is a big problem - I think it might be worth restructuring this section to avoid this, if you can.
Cavern: Unfortunately the room name obscures the bottom row of this room, which looks bad - it's probably a good idea to move it up one tile.
Warp Disturbance: I'm not really a fan of intersecting vertical/horizontal gravity lines, but that's just a personal thing really
Security Lock 003: I REALLY would have liked an extra checkpoint in this room before the drop! It's rarely fun to have to repeat tough challenges you've already beaten.
Cave-In: Again, it's possible to miss the crewmate here (although unlikely). Still, might be worth making sure, in case some doesn't pick them up and gets stuck later!
A fork in the gravity flux: Got a bit lost here! Did you change this so that you have to go right first? Good

One other thing with this room, though; VVVVVV's not really good at landing in platform gaps less than four blocks high, which makes this room feel a little awkward. Might be worth giving the player more space at the entrances (and either narrowing it further along so it fits with the connecting rooms or making the connecting room entrances bigger)
We really need to fix these: I'm not sure, since it happened so quick and I immediately hit a checkpoint, but there seems to be a room alignment error here! (Or an RAE, as I guess they've been dubbed now, heh)
Quick Reflexes: One of the bottom platforms intersects the wall, should probably be moved over one!
...And 005: There's a roof visible here - it might look better to use enemy bounds? I dunno though.
Maybe alittle...: The spikes on the ground might look better if they were raised a tile! (even if you have to move the roof up one too) (suggestion, if you put tiles along the entire roof that the platforms hit, it'll force you to flip underneath the first platform, which is a more interesting challenge)
Couldnt of said it better: Should probably be "Couldn't have said it better"
Black Hole Maintainer: Having spikes on the floor on the top right is a little awkward, as you might very well walk right into them when you walk left.
Control Room: Roomname obscures the floor here for violet!
I think that's it! Like I said, I really liked this level, and I'm looking forward to playing whatever else you come up with
