Ah, well part of the idea was to lower the maximum volume based on object clustering combined with proximity, but if its more a question of having too much in one place, hm. Well, you could try using level design to mitigate such situations, or you could try using intermitent pulses to help further differentiate objects/hazards. For example instead of a constant harsh tone for spikes, it could be a "blinking" tone with a pulse or series of pulses every second, which you could do by having the spike blocks periodically flash.
The lastest clip does seem smoother, but i'm not sure if I can make out where the enemies are before their killed. I noticed before that your enemies have death sounds, but don't seem to have sounds for when their moving, that might help.