This game had -a lot- more hidden save rooms than I remember...
Anyhow, in terms of optimization and planning, the run looks much better now. I enjoyed a lot of the route changes. I also liked you going through the grappling beam escape room backwards, I don't remember if that was in the previous run.
However, most of my thoughts on the previous submission still apply to this run. The main problem still is this run's similarity to the current 100% run. There's still a bunch of item rooms that you enter, only to immediately leave again. Yes, there are route differences between the two categories, but frankly it doesn't really matter. Picking up all items just requires you going to a large portion of the map anyway. The order in which you do that is mostly secondary. The tricks that are unique to an "all map" run aren't really enough to make a difference. There's not really much you can do about that, to be honest. It's just how the game is.
I'm reminded of
this 100% map run for Castlevania: Circle of the Moon, which was rejected in part due to similar problems. Like this run, the Circle of the Moon run spent a lot of time visiting screens on the map, only to immediately turn back again. Like Circle of the Moon, Super Metroid also doesn't show any kind of percentage for map completion, which means there is no acknowledgement from the game for uncovering all the map. Considering how the game does show a percentage for item completion, and getting all items requires going to a large portion of the map anyhow, this just makes 'all items' the better metric for a full game completion.
Still, you did an excellent job improving the previous submission, and the resulting movie looks much better. I'd like to commend you for sticking to it and producing a run that, taken on its own, is a very good TAS of Super Metroid. It's just that the category falls short next to 'all items'.
...What the world really is waiting for is Super Metroid "pacifist". Come on. You know you want to.