Preliminary feedback:
* It's a bit... linear? To the extent that it has both an entrance and an exit? It's fine, I guess... but what about using the Longshot to whip across a long spiked trail that one had previously taken great pains to cross?
* It's the lakeside labyrinth, so perhaps you could permit me to add some water and Zoras?
(19, 54): I don't quite see the point of having a "hidden" bomb wall at the end of the very third room with no other exits. It's hardly something that one can easily not notice, is it?
(19, 43): Why are there Goriyas in here? They seem out of place.
(19, 55): A cunning idea: pushblocks and cycling spikes. But how come the blocks remove the spikes that they travel over?
(19, 45): What's the point of there being a push block here? Is it to prevent the player backtracking? (But the player already has no motivation to go backwards...)
(19, 52): It would, I think, be more fitting the dungeon theme if you left the small key on a distant platform and invited the player to grab it with the hookshot.
Overall, quite nice, good atmosphere.