More on layering.
I think that those who are aware of the benefits of layering and who continue to only give you crit are doing you a huge disservice in not urging you to go layered. Stop what you're doing and take a week or two to get to know a good layered graphics program. Once you do, I promise you'll look back and laugh hysterically at your old workflow because you didn't make the move sooner. Yes, I have a strong opinion about this. And for a reason.
Though, not a stellar example, here's an example of layering benefits in doing a current project of mine. I made a quick layering breakdown animation for you. Notice all the main peices are on their own layer because I'm able to hide and undhide them at will:

--Here, it doesn't matter what software I use, all that matters is layering support--
I plan to revise that glowy pink/blue crap on the bottom of the layer stack eventually. What if it wasn't layered? I'd have to work around the blade/fire? What if I wanted to move it around? - Well, in my setup, it's on it's own layer so it's a no-brainer, a non-issue.
What if I decide the way I rendered the fire sucks and I need to re-do it? - I hide the layer and save it, create a new layer on top of the blade ans start over.
How do I quickly preview the several different hilts I made to see how they match the rest of the sword? - I simply hide and unhide them.
on and on. . .
For your project, I already know how I'd set it up with layers. Each repeated section would be on it's own layer, which I could then copy/drag with ease amd move each "chunk" separately of all other parts, worry-free. If I don't want a certain part I either hide or delete it. I'd create a separate layer set for all the pink, red, blue guide lines you've created and make them unselectable atop everything else. I might even drop the opacity so I could see through them easily if obstructing my view.
And this is just scratching the surface of layers abilities.