"With the design of second area [...] being lockout of a zone and suicide on the nearest mob deals a ton of mental damage"
was there a spot where you had to do that? I tried to make all the pathways with a considerable height to allow for many hats, but it's definitely possible I missed a spot when doing that
Alas, there are several. The only one I can describe is the north exit of the first room of the second area. that ceiling hight was a common problem though the whole level. The idea itself is great, the execution make it tedious. I suggest making a low ceiling in the room after a checkpoint (I don't remember if this is already a case in level 1).