The only criticizing I do about SNES Dracula X is that the levels don't have a smooth transition like that do in other CV games. The majority of the time it seems that once you exit a part of the stage you appear in another part of the stage with no smooth transition--Like you just been dropped into another room. There are almost no doors save for the prison stage. And only two that I can count off the top of my head. It makes the environments feel somewhat claustrophobic because of this, but not to the extent of where it could be an issue for players. This is one of the few issues where Rondo outshines SNES Dracula X. Other then the lack of characters you need to rescue (Tara and Irisue).
Maybe this is true for a couple of stages where the environment seems to completely shift. However, most of the game seems pretty cohesive to me. Particularly levels 1, 4 and 5' off the top of my head. The regular level 5 (one of my personal favourites) with the jazz theme (can't access youtube atm to find the name) is more random, but I wouldn't say it feels "claustrophobic"
Also not the first time it has actually happened in CV. CV1 for example, you exit the catacombs an all of a sudden the music shifts and you fight flea men and eagles only to go back into a cave to fight Frankenstein/ The Creature and Igor.
Something much less cohesive about Rondo's level design, specifically level 1 (Town of Aljiba) is that if you go the regular way, you fight the Wyvern and you're standing in a town. If you go the unorthodox way by breaking a wall, you head where it's clearly underground, yet all of a sudden you open a door and there's a damn bridge with an open sky and a river below which seem to be some kind of ruins to an aqueduct or some shit. Understandable that this is a different area entirely but it's not illustrated in 3d and therefore makes absolutely no sense. You walk underground and emerge to find an open sky under an area which should be solid earth. The same can be said about Simon's Quest, specifically after kneeling with Crystals. Why is it that in SOTN before the first Throneroom where Richter resides you can see an open mountainscape yet the sky has a fucking ceiling made of blockwork?
A lot of things don't make sense in videogames, but I don't necessarily believe that they have to. I also, however, don't believe that DXX/VK's level design was lazy, uninspiring or unfinished, I think the final boss is one of the greatest we've seen. No CV has dared to revert to Platforming with Dracula 101 since this time. However, one detail that irks me is that in the final stage as you walk up the stairs you can see Castlevania in the scenery, as if it's so far away. Realistically they're showing you that you're entering the castle, but this was illustrated very poorly in hindsight.