I listened to all six music files, and I must say that I generally like them, good job.
That being said, here there be criticism:
Usually, latter stages get themes that are either darker and/or more thriving in pace (there are exceptions, of course). Aside from the seperated stage 3 theme, I cannot really tell which of the themes would belong to which level, meaning that the tunes sound too similar and that you may want to change the ones meant for the latter stages so that the player can actually hear that he progresses in tha game and to make every single theme stand out more.
Also, the themes last for a relatively short time before reaching the loop point. Unless you plan on having very short stage portions, you may want to change that, lest they get too repetitive during gameplay. By comparison, even the shorter stage themes like MoF stage 6 are longer than the longest theme you put up for download. In most of these cases I'd recommend trying out to simply take the theme or the core part of it, modify it through slight variations of melody and/or instruments, put the altered version after the regular version, then add some form of musical climax. That usually suffices. Then again, who am I to dish out advices like that? You'll find your own way to make them work in your game. :V
All in all, I'm looking forward for what will come out of this.
(?_?)-b
On an unrelated note, I noticed that, in the (revised?) Kaguya scripts, the focused version of Stone Bowl has a very erratic shooting pattern and that the shot of it that are shooting backwards are healing the boss. I'd look at what is causing the healing, but as the formatting is pretty much unreadable for me, I can only assume that it relies on having the damage of the bullets depend on a variable that will assume such a value for the shot fired behind you that the total damage is negative.