You seem to be having a lot of releases LTD, so I figured I'd swing by and give you some comments on your work that you may want to take into consideration.
First, your filenames all seem to have spaces in them.
This is not a good idea.
If someone wanted to assign a stage of yours to a particular character, it would not work. You should either make the filename one word or use underscores.
Next is the scaling issue.
Just in case no one ever actually took the time to show you some of the problems that can occur when the stage is used to scale characters here are some examples:
Here we have Juggy in the Tunnel Vision stage, executing his super move.
Notice how the effect is not directly on his head.
Here is the same move performed in a stage without scaling.
The effect matches up with his head correctly.
Juggernaut isn't the only character this happens to either.
Here you can see Evil Ken's fireball in the green circle, and the "hand" part of the fireball sprite is misaligned.
Also, in the red circle, Eyedol gets a large shadow around him when he jumps that is normally not there.
While in Tunnel Vision the scaling isn't causing gameplay problems, is has in another stage of yours.
Your TMNT Dojo's scaling causes problems in several characters, specifically with their projectiles.
Here is an example of Ryu by P.o.t.S. throwing a fireball...
But because of the stage scaling, the fireball disappears before it has had a chance to get to its target.
Again, this is not something that only happens with this character.
Warusaki3's CvS2 characters get this problem, as well as some by Vans, Iron Mugen, and Choujin.
Here's another thing you want to avoid doing.
type = normal
spriteno = 1,0
layerno = 0
start = 0,0
delta = 2,2
mask = 1
Most, if not all, of your stages have the furthest back stage item masked.
The furthest back item should never be masked. With debugbg off, it will take on the color of whatever sprite is in front of it for the moment. This can cause smearing on the screen.
This problem isn't present in Tunnel Vision, but you have had it occur recently.
These blank spots turn pink with debugbg on. Here is an example of the spots in one of your stages:
These aren't the only two spots. I saw nine.
Another thing I've seen occur in your stages is that you don't use the entire image.
In Tunnel Vision specifically, the sprites are 700x500. But with no boundleft/right/high room, all you ever see is 640x480 of it. This not only makes the filesize higher for downloaders, it also makes it take up more of their computer's power.
Sure, in a perfect world everyone would have an updated computer, but some people still have trouble running hi-res mugen. When ever possible, it is best to cut down the image size to only what you are going to use.
In Tunnel Vision, I think it would be best to cut off some of the left part of the sprite. This would help to make the tunnel more centered and show the fighters more evenly.