EDIT: Oh, and let me be one of the first people to welcome you to Smash Boards!!
Thanks!
I'll go ahead and look over your other maps, if you don't mind... But beware, I tend to have a harsher tone in text than I really mean to have.
Elite Four - *Backs away slowly* Hehe.
Temple of Time - I know the pain of that space just above those pillars, preventing them from connecting. I have a thing against excessive 45 degree angles, since your character doesn't adjust to attack "up" or "down" them, creating various advantages/disadvantages between characters. The bottom triangle area looks like it'd prevent a lot of KOs and character control loss, so i'm not so sure i'd be crazy about it.
Hyrule Castle - lol. If memory serves, there was more "wall" above the gazebo looking thing... ugh, I hate the editor, especially since i've made maps for Blizzard games for years. While it'd destroy the classic reference, I think the stage could be made more fun with some redesigns.
Oh, I don't think you can grab the ledge of an "angled" floor, making the far left ungrabable.
Saffron City - While a cool reference, the "gaps and holes" would cause a lot of accidental deaths like the original.
Daein Castle - The symmetry here is pretty rough... If I were Link, i'd have a really unfair advantage over someone who has to advance up from the right. I'm sure Pikachu would have a hay-day spamming bolts down the walls.
Team Galactic HQ - This ain't too bad, but there's a few tweaks that, I think, would make it much more functional. The ceiling over the top, I find, is a problem because items will spawn up there and not below it (items also spawn on top of spikes for reference, ugh). What you have to think about here is, what if there are two people fighting on top and on bottom? You'll get a Hyrule Temple, where the camera zooms so far out to accommodate the players that it becomes relatively harder to pace yourself (and see what is going on since you're so small and, from your perspective, move more slowly across the screen). The left and right "walls" on the bottom floor, I think, wouldn't be grabbable and would probably work better as smaller blocks, considering the lack of room to space yourself. I wouldn't have the moving platforms down there, since jumping on them would put you at a disadvantage against an opponent above or below you most of the time.
Mirror Castle: I'm not gonna touch that one, lol.
Pika Playground: All sorts of spacing issues, accident prone... :^p
Small World: This, actually, doesn't look too bad. You have to consider the "flow" of a battle on a course - if the only way to get up top is by the lone ladder (and respawning), then that creates a choke point that would disadvantage the climbing player, forcing most of the game to be played below.
Big World: Much like Small World. From a design perspective, I don't like it simply because people wouldn't know the reference without having both stages. Suffers from the same critiques as Small World.
Simple Map #: Looks like a better final destination. Better, because it doesn't have that horrible lip that some characters get caught under while recovering from below to the edge. While it's very nice, it is also very basic. No platforms or deformations in terrain isn't bad, it just has to be balanced in a way that you consider characters that can wall hop, cling to walls, recover, spam projectiles, etc.
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Hope that's semi-helpful, but then again maybe you like gimmicky stages - to each his own.