>- using Truncated's idea (route Q), the first zipping is left rather short (the buildup takes too much time) - cost-effeciency for the 4 magnet beams is bad
You could use only the second part, if it's faster than recharging a second time. But I doubt it, see below.
>- route A has quite much delay in it
Why not switch to F directly when you fall down from the beam at 23320, shoot the cannon to the right and pick up the refill as you walk past it at 23410? Is it because the magnet beam is still on screen?
If this works you can put the next beam in place as you walk to the refill on the right, without turning around.
Also you seem to hit the corner at 23313. Turn backwards to just miss the corner or incorporate the switch to F-weapon in the fall, since you only need the vertical motion anyway. (Again, perhaps not possible since the magnet beam is still on screen.)
Are you already at max falling speed since you're walking off a magnet beam?
If all this is impossible for some reason, why not just recharge twice at the cannons + flying bombs later? You have enough ammo to last until then. Two extra weapon switches, but it looks faster than what you are doing in route A at the moment.
- 26030, why don't you go trough the wall here as your plan suggested (route N)? Is it undoable?
- In Bombmans lair, why don't you miss the corner as close as possible when going down? Is it because you will hit the enemies? If so, how about taking them out with the F-shield?