I've played through this hold, and I can say that it's definitely all solvable, and the few places it's not back-trackable, I believe it doesn't need to be. (Of course, someone else may find a problem I missed....) Here are two critiques of the hold:
1) There is a tunnel maze really early on, and it's a show-stopping maze (meaning if you can't get it, you can't go on to do anything else). This can be daunting at an early point in the hold. It would be nice if the room were skippable so you can do the rest of the level if you get stuck on the maze.
2) The difficulty is a bit uneven. Some hard rooms are mixed with less challenging rooms on the earlier levels, and the difficulty ramp-up could daunt some people early on. At this point, moving rooms around to harder/easier levels is probably not feasible since room art is a big part of the hold design, but twiddling difficulty on some of the rooms may be possible. Two rooms that exhibit this are Boreth:1E and Indiana:1N2E.
I think there are a lot of clever puzzles in this hold. Some of the rooms are fun to play and some are mind-bending. When it's done, I think it will be a solid hold. (Disclaimer: Garlonuss is my brother.)
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I was charged with conspiracy to commit jay-walking, and accessory to changing lanes without signaling after the fact
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++Adam H. Peterson