I think what Magus is trying to say that in many ways, people attribute good level design to being...whacky levels rather than tight levels. Example: why do people say that Jak and Daxter have better level design than Jak 2, despite Jak and Daxter playing like an outdated psx platformer straight out of the 90's? Because it has more "heart"? People, very often, use very trivial, emotional things for defining what makes a good level, rather than the design itself, which can often make such discussions confusing.
But then, we know Magus likes the whacky so I don't know what the fuck.