Well, I've tried the new version of Crispy and... can't say I'm impressed with it either. Honestly, it might be even less enjoyable than the first revision. The spring shortcut at the starting right-angle drops is still not worth taking; it first requires an awkward setup, and even if you get that there's a pretty good chance you bonk the decorative poles and suffer a several-seconds-long-fall into the death plane. High risk, mediocre reward. The split just after that section being nothing but a few boost panels when it used to be this cool place to build up a rainbow is also just... deflating, really.
The uncontrollable cloud bounces in Aerial Badland are... not great. It really sucks seeing that you're going to die, and then just have to watch yourself inadvertently drift to said death for the next five seconds because your angle was slightly off or you got bonked by another player. I was willing to forgive it on this course for the sake of it being unique and somewhat thematic...
...until you went and added this to Machine Labyrinth as well. Like, I get you don't seem to like spring interactions (or the lack thereof), but this very much feels like a "Cut off your nose to spite your face" scenario. Maybe springs don't have the interaction you're looking for, but the way you had implemented them was fun, which is the interaction players are looking for. Every time I've mentioned the old versions in a server, the response is "I preferred the old version as well". Maybe it's just Squeaky Wheel Gets the Grease here, but I also haven't had someone come to defend the changes, either.
And don't get me wrong, I like a lot of your tracks, if I didn't I wouldn't be making a stink here, nor would I race on them for several cumulative hours practicing SPB chases and Wipezones. The Blizzard Peaks redesign was a great one, for example. These ones, though, might need a second look.