I think it was very well made. A strong level series. I wouldn't agree with people who are giving it 10/10 though...
I think a few weeks of beta testing would have really made a difference, as there were alot of cogstrings showing around. If you mastered doing cutscenes (there was one where the camera panned away while enemies were still shooting me, and I died...) with actors and keyframes, you'd be really onto something. You used the old 'walkplayer stands on a 3do that moves' trick one two many times for my liking... if you don't like cutscenes, think of getting voice actors. A voice to give hints and humanize the character would really go far, instead of relying on standard JK Kyle voices. Which I'm guilty of in the past!
Lifts were sometimes too slow. The cutscenes dragged on and had errors. Typos in the opening sprawl. Sometimes a bit too dark. Not enough health/ammo on hard. Cogging errors.
Very atmospheric. Good arch. Good length (it was evident alot of work has gone into this). I appreciate how long it would have taken to make some of the cityscapes that the player only runs past briefly.
I hope the next level is set somewhere light, as a stark contrast to this one. As I mentioned, alot of this level is set in very low lit conditions, and I had to rely on the map more often than I'd have liked!
The conveyor and forcefield cogs you implemented were great. I loved the bit with the two turrets, and having to turn off their forcefields to destroy them when you re-enter the room. Simple, took ten seconds, but it was a cool extra bit. Also, when you go into a room off of a planet hologram, then when two gran enter you have the choice of activating the forcefield to repel them. That was neat! Also the Attack of the Clones like foundry, and the "lightning conveyor" were cool.
I think in long level series you could have really benefited from more custom enemies (like Gonk's packs) as by the end I was sick of Rodian's and Gran, and I think I must have counted around 20 mousebots. I think little things like more enemies having patrol routes and more scripted events would have really added to the atmosphere too. I appreciated things like the ship traffic in certain skies, but I'd have liked more flybys and random sounds. Some of your areas were huge and it would be easy to miss things. I sometimes had a key and had no idea I'd have to backtrack alot to open a door I never knew was there. A simple camera fixing on the door when getting a key could solve this, otherwise like I was, the player will be running around confused!
There were alot of original ideas here, and while there were some errors and bugs, I really believe that your next project will far surpass this, and will less rely on key hunting and more on cool original puzzles, in which this level you demonstrated you could do. Good job
7/10
ps: You fooled me by making the brownish/red railings slashable behind that fan. I was stumped for a while there, embarressingly.