QuArK (Quake Army Knife) was a bit of an "All in One" Modding Tool for Quake 1 and 2., later they expanded to support most Quake-Based Games but fell out of favour with the advent of GTK Radiant (an Open Source version of QRadiant the internal Id Software Editor) and Valve's Hammer Toolkit.
I doubt most would remember it, although it is still one of the few technically maintained to this day but was never overhauled to strictly support Modern Windows or Graphics APIs (still DirectX 8.1, OpenGL 1.2 and Glide) but it was my tool of choice along with QMe (Quake Modelling Editor) and Qc (Quake C Editor) back "in the day" so to speak.
Personally I tend to name projects / products quite simplified things... like for example the Stage Editor for the 'Classic Gamejam", I've named "Stage Hand", which sure is arguably unimaginative but it does what it says on the tin; you know what a Theatre Stage Hand does., they help build and operate the Stages for the Performance. As I'm using it as an "All in One" Tool for the Cutscenes, Boss Encounters and Stage Flow., well it just made sense to call it that.
For something like a Level Editor of this nature; I'd probably name it Architect / Drafter / Cartographer, etc.
As this is building upon your Pixelstein Game concept / world... perhaps something like Pixelitect or Navix.
Beyond that it looks very impressively powerful but also quite "Programmer" Friendly with the User Interface Design... a bit too verbose and crowded.
There's nothing strictly 'wrong' with said approach, it's just that such an overload can be quite overwhelming and make something look more complicated than it actually is.
Yet more than that... if you have just everything on-screen., it's like putting everything you own on the Floor of your Room instead of in Drawers.
Like ideally with UX Design, you only want what is important for the Task at Hand to really be showcased at that point in time.
Have a read of the Microsoft Fluent Design Concepts., they're actually excellent (if only they actually stuck to them, themselves Windows would be a damn sight better) because they're a really good 'best practise' guide to make Fluid UX that retain a Powerful Toolset that doesn't overwhelm the End-User. Remember people react better to having 5-8 (Key) Options, having Contextual Tools and something that echoes a Real-Life Physical Control, such-as a Lever, Dial, etc. rather than something more "Abstract"