5 Stars and this means a lot since I hate NES-style Quests
The few things I realized that are not perfect in my eyes (I use 2.50.1, also this includes Spoilers):
1) I actually was also planning to use a Slingshot and a Bow and understand the problem, but having them both using the same counter while the ammo tile clearly indicates a bag with stones and the subscreen-minitile as an arrow seems just odd to me.
2) In Level 1 in one room the enemys just vanish after a certain time, no idea why.
3) In Level 6 is a first walkthrough. This might just be me, but since I avoid NES-style quest I am unused to walkthroughs and without help I would have never walked into the wall. In my opinion a good quest should be able to be solved without any help-thread and since this was the first walkthrough, I thought I needed unterwater-bombs or so, a hint on walkthroughs as solutions (in common just to know they exist) from one of the info-guys would have been nice (though not sure if i found any info-guy out there). Also I would prefer a own Hookshot-Trigger-Combo (grey eye for example), since like it is now I obviously started to run around to test any fish to be a trigger.
4) The Staff of Byrna you gain is in an underwaterroom that uses the overwater-Subscreen. Also Underwater in the active subscreen you cannot go up from the bubbles (it seems potion -> bubbles works alright, but it is bubbles <- bubbles into the other direction). BTW, since there is no ranged damage weapon underwater, giving an underwater wand (lvl 1 and normal wand with lvl 2 disabled on underwater-Dmaps) with staff of Byrna-Sprites together would be a cool thing though there is clearly no need for it
. Also it was a little letdown to not be able to dive into fairy-ponds in caves or where the Fisher is.
5) Yeah, there is a screen on the minimap that hints on it, but the early positioned shop for the blue mail... I totally dislike the walking above trees, it seems broken to me. Even making the two screen act as Nes-Dungeon and make a walkthrough would have been a better solution for me. A room
6) I know it is typical to only rarely use bomb-cracks and I found at least 90% myself, but since I have not endless ammo and the location can be anywhere on the overworld, I missed the right spot for the Lense-Shop. Since the Lense can help a lot and especially the walkthrough for the red mail is near to impossible to hit without it, I think to make at least bomb-cracks there would be a big help, also since you still have to dive there, it still is kind of hidden.
7) Since Dins Fire is a flame it is unavoidable to also use wind sprites, but it looks off. A solution could be to use "burning tornado" sprites fitting better to din and let them damage both, foes vulnerable to fire and wind. Also the digdogger-kids only vulnerable to wind are too easy if timed right after using the whistle and annoying like hell if not timed right. Also though I think that Standard-bosses should be rather easy (since you have fought them countless times already and I think of them rather as a distortion from standard-foes than as a really hurdle), the lvl 6 boss is a bit too weak since you have remote bombs.
Different to some otheres here I don't think that some odd looking tiles and no overlayer-tees and such are a problem, I even rather prefer it like this though it feels really a bit disturbing after playing only quest with overhead-trees for some time^^. Only what really need to be fixed are the rope of the mointain-bridge and the fairys (just flag them as overhead). Also the water behind statues and trees should be replaced by non-water combos with the same tile, since you can swim even in unwalkable combos and placing a solid combo on layer 1/2 above a water combo behaves like an unwalkable combo. (I am pretty sure you know this all already but wonder why not fixing such minor things.