Since I went through the stage a few more times for a replay that didn't desync, I thought I might as well share some things that I thought could be improved upon.
First off, the Shanghai Doll midboss is ridiculous. Not only did you make it a survival, she tosses what looks like solid walls of red right off the bat, though I managed to squeeze through it a few times.
Second, while most of your nonspells are pretty well balanced and actually dodgable, I have a few bones to pick with you about some of those spellcards. Her third spell, for example, is just ridiculous. Try as I might, I couldn't figure out any way to capture it so I resorted to bombing it right away. The fourth spell, I finally realized you were supposed to go up and down to capture it instead of left and right. After I 1cced it twice now.
The two final spellcards, which you named Forbidden Magic, are so drastically different in difficulty. The second part is so much easier than the first, but the first is so bullshit hard. The main thing that made it hard was that a lot of the bullets were traveling a bit too fast. The last section in the first half could stand to slow down the rotation of the bullets a bit 'cause I was always being raped by the rotating arrowheads while trying to wait for the orange blasts to pass by. Also, the orange blast's tail has a strange hitbox. I kept getting caught by them when I was sure the darn blast passed by already.
Finally, playing as a straight shot type, I'd like to say that Alice certainly loves to make it hard to stay directly in front of her. Either she's moving around like crazy, forcing me to stream to the side while running the opposite way I'm heading, or putting up a huge amount of bullets and forcing me to focus on dodging in the same area while running from me. You might want to come up with a movement function that moves bosses in the general vertical position of the player rather than just pure random movement.
P.S. My last post has an updated replay that doesn't freaking desync. >_<