A question, are push blocks meant to go over the 8x8 pixel block barriers? --> No, that was an oversight that's normally been fixed in the update.
As for difficulty, as has been mentioned, there is no "correct" difficulty since it entirely depends on a player's tastes and skills. So I made the quest the kind of difficulty that I personally enjoy, which is reasonably challenging (but not "challenge quest" challenging either). I wanted the player to feel a sense of accomplishment every time he managed to beat a level, I wanted him to feel like "WOW I did it!" rather than "ok I did it." so every dungeon will have challenging elements, including the first one. Some people can be put off by that but like we said there's no difficulty that will suit everybody - if I make it easier then other people will be disappointed that it's too easy, and so on. One player's challenging difficulty can be another player's easy difficulty.
I get what you're saying about fireball dodging in the dark, though there aren't that many rooms with them, and if you're on your toes when you hear the fireball sound I think they're not so hard to dodge. Armos and Tektites in confined areas are easily dealt with using the boomerang 
Edited by Jamian, 15 November 2013 - 09:57 AM.