After reading those rules, I have to agree that on a professional basis, this game does not live up to the quality of Metroid. However, I believe the basis of this game was to have a quest that required a person to concentrate, master new moves, and to showcase new innovations. The game could have benefitted greatly from on screen instructions, not enough to hold your hand, but enough to allow the players to grasp concepts quicker. However, I think there are a few problems that rom hack players have come to expect from challenge hacks. One of them is a constant fear that they will permently pass by an item and it won't be obtainable. Metroid Limit did this, and it totally sucked. Players should not have to live in constant fear that going through a door or triggering an event will mysteriously cut off half the game from ever being played again. I am not a big fan of having rooms cut off, even if there is nothing behind it, but one or 2 are easily forgivable.
Another thing that worries people is being stuck, especially due to glitches. To be put honestly: Players automatically distrust the designs of the hacker, and always jump to the conclusion that they did somthing wrong and are then forced to reset. A good game won't make too many one way passages. In this game you are constantly going down holes only to reach a dead end. One way passages should be more limited.