This seems promising! You’re getting a lot of production value out of Puzzlescript :)
If you’re looking to make the lab more explorable, then some devs have done some pretty clever games with rooms you can move between and persistent states: eg https://neonesque.itch.io/remnant-labs
For my money, I think the puzzles could be a bit more focused. At the moment, complexity is achieved by adding more stuff — targets, color blocks, crates, level-real-estate etc — but without a lot of conceptual variation. If you look at David Skinner’s Microban levels (https://au-voleur.itch.io/microban-1), each one takes place in virtually the smallest possible area that’s required to accomplish the goal, and each one is built around a different insight into the basic idea of pushing blocks on to targets.
When the levels are conceptually tight (ie what does the player need to understand to complete the level), it allows you to be more expressive in how you put them together into sets. In simple terms, it might be: here’s a level that’s a bit fiddly, now here’s a level where I’ve changed one thing from that previous level and suddenly it requires a totally different solution path. If you can harness those variations then the flow across multiple levels becomes much more interesting: here’s an idea, but it’s more complicated than you think, unless you do this, but watch out for that, etc.
Looking forward to the future instalments!