I'm not a professional analyst, but I shall attempt.
The more complex physics you make, the more difficult is to repeat the footage (walkthrough) using the same input.
Let's take a medium level with all main assumed technics, objects and enemies you have constructed.
If you gonna follow your plan, so, at best, AI will pass a level like you did.
At worst, something will become wrong. Here is the main perpetrator: RNG. It must be exact!
So, IMO AI should work like a bot, not like an input playbacker. It should process a route itself. Will it find a ladder or a small platform if it go left/right? If an enemy throws a fire at it, when it's a good moment to crouch/jump over? Should it go up, if an enemy is above the ladder? And so on.
You can simplify the route by marking spesific places (creating special attributes that will route the AI), make the AI to try again if it can't jump on a platform, create a command list to make the players cooperate with AI.
Here is my idea. You are the constructor, so you choose!
TASing is like making a film: only the best takes are shown in the final movie.