Hmm, interesting. Well, if there happen to be instances of being able to skip cutscenes later in the game, the balance might change again.
Oh by the way, I checked out the scoreboard thing. Normally the game does not teleport you after examining one, but if you press A AND start or select at the same time near one, first the game will open the menu while the scoreboard is buffered to open afterwards. Then, when closing the scoreboard, Harry is teleported near the exit to some default position. So in rare cases when you need to go out and you're near the scoreboards, this might save time.
Hard to say if this prompt trick would cause results elsewhere in the game...
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I just noticed something. If you walk into a doorway at the same time you press Start, you can delay the screen transition until closing the menu. However, you can do this repeatedly with timed Start-presses. So doing this long enough, you are able to walk through doorway triggers without them activating and go "out of bounds" (most often there seems to be a wall beyond the open doorway, though).
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A different route idea for the first dungeon, for picking up the 4th star. Instead of shooting the moving block you do at 02:19, shoot the one to the south-east of it when you're backtracking. There is barely enough floor at the south that you can reach the next area with diagonal running... this should help you run a little shorter distance overall.
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The doorway trick I mentioned earlier actually lends itself to going out of bounds in one map of the game: Dungeons. Mind, I've only tested this glitch up to this point in the game, so maybe there will be more.
https://www.youtube.com/watch?v=on4Uw_9joz0