Glad to hear you enjoyed it!
The number of air streams is the same as the previous build. The main gameplay change in this build was to decrease the "friction" that you experience when not travelling through an air stream, and that makes it a lot easier to drift into the next stream along. Reducing it even more might make the game more enjoyable in some cases, but I think it'd start to detract from the core aspect of looking for and learning the positions of useful air streams.
If I were to do further development on this, I think my primary focus would be to improve level generation so that it more consistently creates air stream placements that are interesting to discover/navigate (or move to authored levels). Since I knew I wouldn't have time to address that during the jam, the game puts an air stream above and below each island, going in opposite directions, and for a quick and dirty proof-of-concept, it works, but it's definitely a long way from robust in terms of providing good experiences ^_^