Appreciate the feedback!
Absolutely agree that the post-level menu probably needs a rethink at this point - I've been using versions of the same menu since Queen of (Mine)Carts, where it made a bit more sense since the game had separate clear and full-clear states that made replaying a stage something you'd actually do. Not really so relevant here though (well, aside from when a poor developer is repeatedly replaying a stage to check for issues...) - I'll have a think about it and adjust before putting out any final version.
The hitting your head thing... was actually entirely deliberate (as in, I had to write in an explicit exception in the code to force that to happen) - it's pretty standard behaviour in the particular genre of ZX Spectrum platformer I'm mimicking here, as entirely an acquired taste as that is. That said, I'm open to revisiting that later assuming I don't end up designing any stages that rely on that specifically being part of the control behaviour - it caused me plenty of headaches as well to be honest, as I had to keep readjusting stage layouts to accommodate needing the extra headroom.