Happy to hear. It really shows.

This is going to be absolutely amazing, not that it isn't already. Mindblowing, really. I'm sorry that there is literally nothing whatsoever like this anywhere else.
Anyway, a few bugs or so right off the bat. The list is on-going, so definitely check back.
The Boss guardian the Pulse Hammer now spawns in the upper left corner, firing his bullets at the player with wonton impunity. What a jerk you have made him to be. I noclipped through the wall to the left and fired at the spot in the upper-left corner, and indeed, he died. May just be missing the graphics at the moment somehow.
To test the new fixes to the sidearm early on, I gave myself what feels like forty or fifty of each powerup. It's a pretty neat effect, but there are a few bullets that essentially have zero velocity, and just remain floating unmoving in the air behind you. Honestly, I'd consider this a "feature." It's a pretty cool effect.
Enemy spawn and death puffs are still Zelda 1's graphics.
The Aries Corridor in the upper-left region of the zone has most of its enemies appearing somewhat off the left and right sides of the screen, and dying the moment they spawn, dropping their powerups along the sides of the screen. It appears to be all enemies, actually. They just die immediately.
On the second Iron fight, located in 11:3D in cancer, there are two X shapes in the top-center of the screen. The sides of the doors are also cut off somehow.
After defeating the boss guarding the Disintegrator Beam, the "blood spurting from the ceiling-heart" screen takes way too long for us to warp to the screen where we get the beam.
Screen 5E could use the no-enemy-flags on the bottom portion of the screen. It doesn't make much sense for the enemies to be down there near the door if the item appears on the upper portion of the screen.
Scorpio 6E still has a blank spot in the upper left corner of the screen. This does not show in ZQuest.
How exactly does one get back up from Scorpio 71 to 61? It's a pretty interesting climb. O.o
It probably isn't too much of a problem, but I just went from getting the Aquarius bubble beam weapon to the screen to its left, and triggered the boss again.
But, it immediately went back to the room without the boss fight and I was able to walk through it uninterrupted. So this is fine, kindasorta.
Taurus boss on screen 15 (Map 16, 6A) did nothing after its health bar was depleted. Had to manually warp myself to 5A to return, which worked.
There are volcanic creatures on Taurus 54 and 55 that appear to be broken. The upper left corner of their sprites fly away from the rest of it, and then it does. ... Kinda gruesome, if you think about it.
The Gleeok miniboss on 11:10 seems to be oddly impermeable to the Gemini Laser. I've been firing at it for ten minutes now, and it still has all of its heads.
Going from Taurus 1D up to 0D is ridiculously difficult via that bombable wall area in the top-right corner. It needs to have walkable combos in the very corners. Definitely.
The sidearm upgrade room on map 40:02 didn't seem to present any guy-like activity, effectively doing nothing. I wonder if it's a Dmap option thing. I hadn't been in that room before, no...
Leo 18 - I dealt the killing blow to the large windmaker, which gave its audible deatht-throes and such, but it did not die, and continued to blow hot air.
The Corridor in the upper-right corner of Leo has the same problem as the Aries corridor from earlier. Most enemies die almost instantly. This tends to happen when I've used the fully powered-up Sidearm; the one with the static bullets.
It's oddly impossible to go from Capricorn 61 to 62. It's a tiny entrance, and the wall-cling boots keep getting in the way, all the while being blown west. Probably could raise the floor a bit to compensate.
Same thing on Capricorn 42, along the right side of the screen behind the bombable blocks.
That spinblade mixer in 6C is really messing up movement. Those things need to take a chill pill. Even on L1 dash, I can't seem to climb out of a little depression in the floor on the right half of the screen.
Capricorn 6C needs a jump script.
Capricorn 0F has a layer glitch.
The Magnetman battle from Capricorn 01 got stuck in the wall in the upper right corner when he was jumping.
Virgo 44 - The boss music is the "inside" room theme, rather than a boss room.
Additionally, for that boss, when I killed it, nothing happened except for its sprite and health bar being removed. Something invisible is still wandering around launching fireballs at me.
31:75 - Look at the left and bottom edges of that green tank thing. Those combos actually combo cycle into parts of the Taurus Zodiac boss.
31:68 - Exiting from the door doesn't lead you back to the door, but to the question mark block.
The switch from 37 points to 3B, but there doesn't seem to be a door on that screen, or any secrets either.
Corridor boss of Virgo 31:79 vanished once defeated but the fight is still going.
16:7E doesn't have any tile or side warps.
Virgo Zodiac boss is messed up quite a bit. No life bar, and the boss explosions are a bunch of miscellaneous combos.
I have gotten all of the Zodiac weapons, but Dr. Mo doesn't change her "Have you visited all the terminals yet?" The Terminal is the weapon collection screen, yes? Or is it the warp pad. Do I have to get the Voltiac key before or after this?