... gods. I can't believe you're drawing
all of this as you go, AND you're making fantastic progress, AND you have a wife and kids and a job.

Welp, I know what I'm doing for the rest of the day.
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Right. An initial look yields that 37:0E needs sideview gravity, maybe.
So does 1F and 31.
33:2C, 37, 35, 46, and 6C.
Check out screen 1:4F. Press 'w' to check the walkabilities. There's an invisible combo near the entrance to the screen in the upper right that has an awkward walkability.
String #110 has a word cut off between the second and third lines.
Scorpio Screen 30 needs a way to jump back up to Screen 20 on the left side. It's very easy to get there without the High-Jump boots and the Disintegrator beam, and then you're stuck.
Scorpio 78 into 68 could use a platform to stand on so we don't fall back to the 78 when we try to mine through the sand.
Screen 17 in Scorpio definitely also needs another stone to jump on to get back up to the top of the screen.
Scorpio Screen 45 probably should have its right side-warp be "canceled" so the player can't scroll to the right at all. The hidden area in the corner there can have players walking a little too far, and scrolling into a solid area on the next screen.
In Scorpio 46, if you dig out the sand in the left, under the sandfall, it's extremely hard to get out. If not impossible.
When I got the bombs after defeating the boss, and walked back through the boss room to leave, the boss sequence triggered again and I had to fight it.
I think the second phase of the boss is too long, but also boring and predictable. The tail seems to only strike in fours, so all the player is doing is trying to move into the right place to strike the eye when it opens and wriggling left and right slightly to avoid the tail. If the eye wouldn't close so quickly after a strike, it might spice it up a little.
In Scorpio early on, we have a chance to get the Boomerang item from a shop. It doesn't have a spot in the inventory though, but it has all of its sprites set up. Is that for some future expansion?
25:56 - The box needs flag #10.
25:42 cannot be jumped out of without more boot upgrades, but it can be reached without them.
17:7B - When walking on the ground, if you scroll to the right, you'll walk right into a solid combo.
On 25:05, the item was in the left box, but the box on the right was the one that didn't spawn the trap fish. Simple enough fix. Flag #10 would be easier to move than the FFC.
11:1C doesn't have the jump script on. Naturally, this is a major bug.
Major Bug: 17:66's East Side Warp leads to aVirgo corridor exit. ... which for some reason exits in Aries. Odd.
17:39 leads nowhere at the moment, though you likely know that. It must be really easy to miss all these doors after the rest of the map has been made.
Oh, this is probably important. I just defeated the jellyfish boss, playing legitimately. I don't have the dash boots, and I don't even have the disintegrator beam yet. This replaces the sword, yes? Will any Zodiac Weapon be able to destroy sand?