I don't remember my intentions from 9 years ago on a level-by-level basis, but I do remember having a bit of a general troll outlook on the powerups given in levels: they shouldn't be the best tool for the job, they should be the worst powerup for the job whenever possible (outside of the levels that introduce a new powerup that should show them off in a positive light) so that you don't end up having a trivial experience because you always get the powerup you need right when you need it. The only real exception to this is giving you the cat sunflower / balloon cake when there's a climbing / tricky jumping section coming up, but even there I would often hand them out before a combat section (or have a second powerup that replaces the active one right before the part you need to climb, etc) so there's still a bit of challenge involved in getting the powerup to where it needs to be.
(That said, I replaced the mega buster in that level with a bomb now)
The teleporters are implemented in a way that's absolutely horrible (destination coordinates are hardcoded numbers in the sending teleporter, the receiving end can't be traced back without checking every possible sender) so I don't know what I can reasonably do here. (When test playing I got lost for like 20 minutes trying to figure the exit path out, lol)