Alright, so here's my personal thoughts on the mission; bear in mind I've only done the T3 version, not t2, and a couple of my thoughts echo some of what other's have already said.
Overall, I really loved the level design and how the challanges are set up, especially the bomberman style area with the Bombhead zombies. Like some other's already pointed out, I do think some adjustments are needed on the first level, in particular the pacing. I can see you've decided to randomize the first section a bit, which is nice, but the level length is feels very standard and ordinary to a degree for most of the run until the end. It's much like a regular graveyard.
Speaking of graveyard templates, since we're not trying to run away from actual respawning, relentless phantoms, we don't need the three-hit blocks that normally prevent speed running. Likewise, the party button could be had at the beginning of second level.
Enemies: Really liked the new undead additions, especially the Bombhead zombies and Slags. No major issue with those. I do think, like the others, that the ash spawning Almire knights you face need to be tougher; considering that you can avoid some, and not all drop loot, they should be much more threatening when active. In particular, they need to be more aggressive, like, Mecha knight and phantom agresive, where they WILL automaticily attack once you're in range with their regular combo. Also, I think they're shielding needs to be up just a TAD longer because the ricochette bullets from alchemers can sometimes clip and still hurt them despite the initial block.
Speaking of blocking, the Almirian Knights also tend to react to Howlitzer bullets as well as player bullets. Might want to look into that.
Also also, some monsters seem to have more health, or take less damage (Like danger room monster), than others (Like a zombie taking 100 and another taking 75 from the same weapon).
Lastly, you might wanna check the detonation trigger range for the bombhead zombies. I strode past a gate with a bunch lock behind a gate, got real close before the gate were told to open, and ended up exploding while the gates were still CLOSED. That, or adjust the triggers so that the both spawn the suicide zombies and open the gates (This being on the path to the party button which opens up the front gates located near the elevators).
Other than that, the level went from standard difficulty gradually to FSC or SL snarby difficulty as you transition from the first to the second level. Overall, I think the difficulty is fair, at least for a 3-4 man party man; I wouldn't recommend soloing it though.