my issues with the lack of faithful recreation of engines go a bit deeper. the lack of ability to spin-jump on grinders, the lack of double grab or vine grab, the lack of ability to control vertical swim speed by holding up or down on the D-pad in Super Mario World are kinda stark things that have prevented me from making even some basic replications of things I've seen done with a certain program that kinda sounds like 'Tuner Pagent'. I welcome some things like an aleviation of SMB1's awful and stiff mechanics, but other things like how awkward the racoon leaf feels with how quickly the button has to be hit to maintain the slow fall speed or differences in how long it takes for the P meter to fill up are much more minor but still off quirks to myself. even some of the things with New SMB dont' feel quite right. the ground pound and propeller hat drill drop feel a little odd...
What they HAVE managed to replicate does feel good. it's not like something like Sonic 4 where the basic laws of physics the series predicated itself on before are just gone.
Of the levels I've made thus far, I feel like only one of them was meant to truly troll and the other ones were me trying to make levels with a hook and an underlying theme. they do seem to tend towards difficult, as I want to make levels that can still catch me unawares if I'm really slacking off.
Auto-Mario levels are something I'm fine with, as usually it means I can get up and refill my drink whenever i happen to hit one during a 100 mario challenge. I have been playing a lot of expert 100 Mario Challenge, and so I get a lot of troll levels. my rule is that I throw 5 lives at a level before I give it the Gong Show treatment (by the way, PERFECT analogy, Greg.), but more often than not I'll spend 10 because I really do want to see someone's vision with a level, even if it's stupid. (like levels using the recently exposed mechanic on Gamexplain to glitch yourself invincible via a door set on spikes, or a level that starts off with a thwomp 2 inches above mario's head and a pirhanna plant right in front of him).
and at the end of the day, I do try to leave constructive criticism, or at least a stupid doodle. a couple of the podcast folk have already gotten my stupid doodles.
A good suggestion i have is to try and follow indie devs on twitter who have the game. I've been getting levels from Stevie DiDuro, the guy who developed Freedom Planet.... and he's done a semi-decent job of trying to make some of his levels from his game in Super Mario Maker, abeit without the flow of a game that has smooth hills and such. I have a BLAST playing his Freedom Planet remake levels and putting on in my headphones music from Freedom Planet.
... maybe I should be playing Freedom Planet instead of this.
oh, and uh... this game is really good and I've been having fun making and playing stuff. if you institute my 5 lives rule on some expert 100 Mario Challenge, you may find a real challenge and some levels that you love!