and yes, this also means that i could probably get some things wrong)
here is my guide in making good traditional levels in terms of about 5 years of experience making SMBX levels for myself or for the public. (This guide is also very suitable for Super Mario Maker 1 + 2, so i guess this guide is the most versatile thing ill probably make

First, think about what you want to make in a traditional level. Maybe make a forest level on fire? Or a landscape filled with pipes and goombas in sunset? There's alot of themes in the Mario Franchise; heck probably even more for other games so really its like which type of brand you want to pick in a convenient store. Once you figured out which theme you want to use, make the level focus on some sort of gimmick/enemy/mechanic.
if you're focusing on gimmicks, then you should first introduce the gimmick in a safe environment at the first part of the level. Lets say we use rotary lifts in a sewer level. we first introduce the gimmick on a pretty much harmless place and maybe some goombas and koopas or enemies could be there but its not enough for the player to die not unless somebody has a IQ equivalent of a potato.
if the level is focused on a enemy, then i suggest placing them in a place thats visible to the player and out of reach so it dosent harm the player at the first part of the level.
After that, you can make whats fun for you and probably fun for others when playing the level. But lets continue on with the sewer level example:
So after that, the level has a short "rest area" with a bunch of goombas and koopas and question mark blocks and bricks, something plain and simple. This can be in-between gimmick sections. After that, we want to include more of the gimmicks, aka Rotary lifts. we don't want to make the level much more harder yet, we want the level to scale a bit more difficult and difficult till the checkpoint. Think of it like two parts of the level.
Now checkpoints are supposed to be in areas that let you take a break; we don't want any threats coming near the checkpoint that could possibly kill the player while they're afk: The player will come back just to see that they're in the world map now and they don't know what happened.
After the checkpoint, The Second part finally comes into play; it should be a bit more harder than the first part. I also like putting a mini challenge or a boss fight at the end of the level to feel like the player acomplished something. I hope this guide helped you TwT