No criticism here, just ideas.
OK, after reading plenty of comments, it's time for my rant...
Dear Future Mark,
I really enjoyed this version. I liked how the small jump was just enough to get over platforms so you could just spam jump and boom, you're at the top.
Here is the biggest suggestion:
The end of a Level is a door that only opens if you hold Iman (Magnet in Spanish), and there is no way of soft-locking yourself. (if the puzzle is done wrong, more steps are required to get back) BUT there are batteries or keys scattered around a Level which can lead to soft-locks if the puzzle is done wrong. This allows bonus Levels, re-playability and more challenges.
The hub world was an interesting choice for Level select, and because it is a hub world, you could possibly have more fast pasted, platforming-esck routes to each Level (or just to bonus Levels). That would make it more interactive and enjoyable.
Constructive criticism:
Level/Door 1, the platform that keeps you from jumping across to get the key:A laser would be more consistent rather than a sideways platform, that way you can keep the puzzle while introducing lasers that will deactivate your robot friend but Magneto can pass by, like in your first version.
Level 6 could show the solution more if the box was taller and the press was longer, that would prevent any cheese. Before:
After
In case you missed it, voidfluid created a song for the game if you have any interest in that: a quick sketch.