The theming for these maps is on point, and the gimmicks each level provides are at least interesting and admirable. But the problems stem from the layouts themselves. To be blunt: these maps aren't all that fun.
I played these on Intense difficulty on Grand Prix with a 7 speed, 3 weight character for reference.
MEGA Aquatic Base's layout is very deceptive and doesn't make it clear where to go immediately. The access to the above water route isn't shown easily as the blue springs blend in with the underwater hue and there's no sign telling players to go up, leading players to naturally assume the underwater route is the only route. Going this route, they're then met with two sets of spikes that aren't easily avoidable without stopping and timing correctly, which isn't that great in a race of all things. The top route is restricted to a singular, thin edge that is pretty hard to drive on without falling off.
MEGA Spring Yard is a mess. There are too many bumpers everywhere leading to chaotic and unforgiving level design. Combine that with spike balls also being everywhere and its just not a fun map to race on. Also the outdoors area has no invisible walls or pit respawns so you can easily get launched out of the map and needing to be respawned manually.
MEGA Underground is fine.
MEGA Speed Jungle's gimmick is real neat, but I feel it automates part of the level too much and that they don't actually do anything interesting besides being a setpiece. If the three branches lead out to 3 different routes that then merged back at the finish line or something, that would be a better use for them. Outside of this, the latter section of the map post branches is (in my opinion) too thin and makes it really easy to get knocked off of.
MEGA Rusty Ruin's map design is chock full of 90 degree corners. Nothing wrong with that really. Where I take issue is with the jump that can easily be interrupted by any passing player with a grow or an invincibility, making you retread the jump. And that last section with all the fans really sucks. You come out at the wrong side and have to spend time reorienting yourself to get across. You can use the cheat spring but its tucked away. It breaks the flow of the map, which is already pretty flow breaking as is. NPCs also get very confused too.
MEGA Press Factory is also fine, but the gimmick itself isn't exactly clear unless you read about it/played it beforehand. Its pretty easy to figure out with the lights but I feel it should be clearer somehow.
MEGA Metallic Madness is probably the best map in the cup by a long shot. The long straights with speed boosters are very fun and it doesn't feel like its trying to justify a gimmick existing or that its bogged down with confusing layouts/objects. The jump section is kinda buggy however, and it might be better off without it really.
Phobos... sucks. No other way of putting it. Moon Panels were not meant for something like this, and the overuse - downright spamming of them - makes this one of the least fun Sealed Stars I have played. Its only difficult in how frustrating it is, rather than the more ideal hard-but-fun/fair. It needs a major rework in my opinion.
I'm not too big on MEGA styled 5 lap courses, but I am by no means biased against this pack's shortcomings because of that. I genuinely think the gimmicks used are interesting and the theming is excellent. The map layouts are the biggest shortcomings however, and they need a lot of retooling in my opinion. To me, it feels like making a good layout came second to the ideas and gimmicks, when in reality making that ratio 50:50 or making good layouts the priority would 100% improve the pack.
I'd love to see this pack get better, and I hope you don't take my words as an attack on you or your abilities. But right now, this pack has some problems that I feel need to be ironed out for the better.