Personally, I love what I see so far.
And glad you weathered the rip-claims as professionally as you did. I'd rather see this project grow, not disappear.
I could never do an NES restrictions game. I would want to break the rules all the time.
Yes, it's definitely extremely similar to the original Megaman series, in appearance. But that's one reason I like it - I love the old Megaman's and the character himself
(colored a friend's megaman lines a while back).
You wanted to create a Megaman look-alike. So what? Not a crime.
But in order to avoid reactions like you've already gotten, you might just say right up front in your marketing something like "homage to the blue bomber". Ya know . . . something to quell the comments before they even begin.
Visuals aside, you already have movement mechanics that go beyond the old Mega games. I like that.
In platformers, a powerful, capable character is what you want to play as.
You got some great tiles.
Those flora tiles you just posted also distance your game from Megaman - nearly everything in the old Mega's was metallic looking.
Like everything is made from metal. Look at Woodman's tree's even:
I agree with the protagonist issue. He could use some sprucing up.
He kinda looks like a diver, as in a deep-sea diver. Not an LCD mask but a glass visor.
If his face is a screen, why not flash crazy RGB patterns and symbols and different colors and stuff per certain events? Something dynamic like that. It never changes. Only displays rarely-changing eyes therefore doesn't give off a screen impression, to me.
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I'm reminded of this article:
http://www.emanueleferonato.com/2012/05/24/the-guide-to-implementing-2d-platformers/Just in case you haven't seen it.