Alright, I've spent about three hours with the mod now and I have some issues I'd like to bring up before I call it a night. (don't worry, nothing heavy)
Over all the game is great, it's an excellent step in the right direction of Sailormoon BoR mods. The control feels accurate to the original games, everything is nicely detailed and assembled, it all works nicely. Presentation is top notch. However now the issues which I hope will be addressed in SM+...
First the audio mix right out of the box is horrible. I don't mean the clips themselves, those are fine. I meant the music volume in relation to the sound effects volume. The music is BLASTING and the sound effects are a whisper. Sure it can be adjusted but it's a pain and the sound effects have to be turned WAY up right now. Please do some balance testing before releasing SM+ as the audio (both voices and normal effects) should crisply resonate out from the background music, after all - that's why it's "background" music. Just a tweak of the default sound levels at the start.
Next, the amount of powerups is far too scarce and they yield far too little value for how scarce they are. This makes the game WAY too difficult (I know there should be challenge there), I consider myself a good beat-em-up player and I was only able to make it JUST to the beginning of stage 3. The hardcore beat-em-up player will be able to slowly progress but those who maybe aren't all that heavy into video games that want to give this a try will more than likely have their ass handed to them in the first 5 minutes and quit playing.
Don't change a thing with the spawning, don't change a thing with the amount of enemies on screen, don't change a thing in relation to enemy health, that's all fine - it's challenging and that's GREAT. However boost the values of some of the health powerups and sprinkle a few more of them around.
You need a LOT more credits, at least 9. Again, because of the reasons mentioned above. I'm sure you'd want the largest audence possible to be able to enjoy these Sailormoon games and that wouldn't happen with the low amount of credits as it is now. Don't get me wrong, if this was in the arcade
I'd WANT to feed more quaters into the machine, it's not like I'm saying "screw this." I'm saying "damnit, cheap shot, I want to keep going!" Which is a sign that the game is a lot of fun to play. Honestly I'd like to see you do something insane and toss in like 20 credits if possible. Also have some 1up's around. (I know this is the remake and you're trying to be authentic, just letting you know things to implement in the SM+ release and so forth) I know that Destiny Revival is going to be a huge game, and I also know that you want people to be able to enjoy it - all types of people from hardcore gamers to moonies that may have never played video games really.
I will say that the difficulty is right where it should be, you have to be cautious and pick and choose your attacks and enemies. There's just not enough powerups and credits to keep things balanced and fair for a console game. If it was in the arcade, again, you'd just be able to keep feeding quaters into the machine. If those issues are addressed and amended in SM+ then you'd have an excellent game with a very nice learning curve.
You don't want this to turn into Pulstar (Neo-Geo shooter) where the game is so incredible to behold and so well designed - yet it's so freaking insanely difficult due to lack of health powerups and continues that it's impossible for anyone but the most dedicated to be able to play it.
They're just balance issues. Again, these are recomondations for SM+ and subsequent SM mods, which you may have already addressed by now. As this current mod stands I'd just leave it alone - leave it as one of the hardest kick-you-in-the-ass mods to be released.

But with all the work doing into SM+, SMR(R), SMR+, and Destiny Revival - now is the time to nip these descrepencies in the bud.
I don't want to sound like I'm bashing your work, because I'm simply not doing so. I am VERY impressed with the design of this mod, it just needs a little fine tuning that I'm sure will greatly benefit the forthcoming Sailormoon games.

I'm just trying to keep the games accessible to all yet maintain challenge. The challenge will be there, just give people more of a chance to take it on.

...controller hasn't killed me yet.