First of all, there's something that feels a bit off about the Sackbot in general, as if it walks slower than a normal Sackperson, or possibly there's some input lag, and when falling down from a grab (e.g. in the rotating section where you have to land on the box) the left/right control feels different than a typical level, making it quite tricky to successfully land on box rather than the electrified floor. What you ultimately end up with is a variation of one of the 'challenges' from LBP1's "Fire Pits" level, i.e. "can you successfully land on a skinny platform?", combined with the challenge of adapting to the control variations enforced by the Sackbot's logic, which, to me, is not much fun.
Secondly, in the section with the moving platform, towards the end where you have to hang from the platform to avoid the circular saw blade, about 75% of the time when I pressed X to remount the platform, the bot didn't quite move far enough to the right to make it back onto the platform, and fell to its death. The reason I say "frustrating" is that the last respawn point is quite a long way back, so I had to redo that section several times.
Thirdly, in section with the platform which you can control its vertical position with a switch, and you have to jump as the platform is ascending in order to make it onto the (much higher) platform above, it feels like you cheated there, and rather than rely solely on LBP's built-in physics, you used some sort of timer such that the Sackbot does a sort of 'super jump' only if you jump at exactly the right time. Problem is, I didn't make it after the first few tries and the jump height was so much lower than the platform, I figured maybe it wasn't possible, and I was supposed to do something else, perhaps involving jumping an grabbing onto the chain hanging just to the right. Perhaps it's worth removing that chain so it's more obvious that timing the jump up is the way to proceed, or have a lesser 'super jump' if the timing is slightly off, so it's more apparent that the jump is actually possible.
Finally, I found about 10% of the time, the Sackbot doesn't successfully grab edges of platforms and/or doesn't make the jump onto the platform as per my second point above (which is not much, but enough to be irritating), so if that's not something you can fix, then I'd suggest trying to avoid penalizing player when it does occur, in terms of not having a fatal section below, nor forcing then to replay too much of the level to get back to where they were.