@SonicZH
Thanks for the detailed feedback! Reply spoiler-tagged in case someone doesn't want to hear about certain game elements before playing it themselves:
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Naturally, the costumes could have been more enjoyable with different functionality, but their purpose was to be able to exactly use the normal buster with a different appearance; nothing more. Although, Proto does shoot lower, which can come in real handy sometimes ;)
Concerning Fusions, Quick and Elec can both be reckless with their lower defense, but their power and mobility make them hard to beat; I think Elec probably ended up as my favorite to use for the controllable speed and wide-ranged power.
Metal and Crash are pretty much just like Mega Man using their weapon in MM2, so... not sure about heavy. Crash can shoot down this time though and his bomb explodes on collision, so he's a lot more powerful than in MM2.
Cut's weapon was chosen to be what it is as the original boomerang effect was too similar to Quick's weapon, but I think it turned out pretty fun with its high energy and power, myself.
The Wily tower is too long? How so, if I may ask? The first one is only 4 levels long followed by a chance to save and return to the stage select, and the second one is only 6 stages, with half of those being considerably shorter than other levels. Shouldn't be much longer than MM3's Wily Castle, really.
As for unfair moments, your findings are most interesting. My test player had a heck of a time with Ice's stage, but then thought Quick's level was the easiest of the main 8. Where as myself and others found Quick's more difficult than others and Ice's easy, so... I can only guess it depends on the player's playing style. Sorry to hear you had trouble with both. :(
I assume you were using a Fusion to slide when the collision box was too big? Some Fusions slide faster than others, allowing them to go over a 32px pit; SuperDanny or costumes have never had that problem.
It wasn't intentional at first to make the player wait out the screen movement to grab the fuel for the space pod, but I liked how that turned out, myself. Puts a bit more pressure into an otherwise pretty easy stretch.
Quick Man is definitely the hardest of the main bosses; you might find soft weaknesses more effective than his main one, though I'm not sure which you were using.
Crash Man is actually possible to no-damage, and with his weakness (Metal) he should go down with no trouble. His attacks are player-controlled, so be careful not to mash the shoot button if you don't need to. :)
Anyway, thanks again for the detailed feedback, and I'm glad you were able to enjoy it more than SD2.
I assume by your game you mean your Mega Man/Street Fighter one? Sure, shoot me a PM when it's finished and I'd be happy to give it a go. :)
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