Okay, my main feedback is that your portfolio is very heavy on the text, analysis and thinking and thin on content. I'm assuming 99 out of 100 game studios prefer solid content (released maps, projects, mods) way more than text detailing your design process etc. If the content is good, it speaks for itself and they assume you know your stuff.
Monaco QA: I'm assuming this was an unpaid position. Also, was it an actual "position" or did you simply have access to the game and submit feedback?
GRASP: This could potentially lift your portfolio if the game shows promise (even though it's not released). However, you don't actually showcase anything about the game?
Portal 2 Maps: Since these were made using PETI their Portfolio value decreases. You've got miles long articles about them, but how come one only has 87 subscribers? Why did it fall short? Are the maps the best they can be? You should really push your content in terms of quality.
Silverhawk: Not very game-related imho.
In the end, all this adds up to that the only real level design experience you showcase are two Portal maps made in PETI, which isn't a "true" editor. In my experience, "game designers" are rarely where they are because they could theorycraft ideas. They got there because they could deliever content (whether as artists or level designers) and ALSO were good with ideas and were allowed, at a later stage, to work more with shaping game ideas and mechanics.
TLDR; you need more meat in your folio.