You have colored me impressed with the work you did to recreate all of the courses Super Mario Kart had to offer.
The new battle maps for the Star and Special Cup were also very welcoming, and I'm glad you used the themes that didn't get a chance to shine.
The changes made to some of the courses feel right at home with Ring Racers' physics and controls and were also a necessity in some cases like the Feather shortcut in Bowser Castle 2.
However, I do have a fair amount of critiques, and no it isn't about the track layouts given Super Mario Kart's tracks were made to be that simple; it's the applied gimmick to some of the courses. Vanilla Lake 2 in this is much more manageable than it was in SRB2K, but the sloped toilet bowl-like structure, combined with the jagged parts of the course, led to me either launching into the air, or somehow hit a wall where there was none. Some of the new battle maps, like the Bowser Castle and Rainbow Road-themed ones, are a bit too small and could lead to some...VERY unhappy times, especially in multiplayer.
The Sealed Stars are also a bit painful, specifically the ones for Star and Special, and was a major jump in difficulty from the ones in Mushroom and Flower, mostly from being corner heavy, having the UFO's path be sporadic, or just having a blind jump into the pit. It also exacerbates the issues with the UFO in Gear 3/Vicious speed being too fast to catch up with on your first run (though that isn't your fault).
I've been using these recreated courses to test out my new character pack; the pack in question is also related to Super Mario Kart and you were part of the inspiration as to why it was made, so I thank you for making this level pack for the game that started the kart racer genre.
In V1.0, the scale of the maps caused players to skip on water when passing over these holes.
However, In V1.1, the changed scales causes the game to consider the height difference to be small enought to be a step (I admit that I left a relatively small depth on the holes to give players a quicker death if they felt inside of them), causing the racers to instantly touch the floor instantly instead of skiping over it.
Its relatively easy to fix, and i will probably release a patch within the day for that.