Okay, so I think charge beam is pretty much a no-go unless I'm missing something. It'll save maybe 30 frames from the croco wrap around shot (around 50 to start with but you have to save some health afterwards to not die). Landing site shouldn't be that much, since it's a bit inconvenient to set up, and it saves 40 frames or so from a bomb spread in norfair.
In WS attic, all the wrap around shot will do is save you some super missiles. It's not actually faster. It wastes a little time to set up the wrap around shot (landing in the middle of the staircase instead of mockballing into the next room, and possibly having to slow down a bit get your beam to fully charge in time, and still kill everything). On the way back you can do
this, which is actually faster than doing it after having opened the door with the wrap around shot. This is because if you have already opened the door once (with a wrap around shot), it'll be solid blue and take longer to open, which means you'll have to stall a bit as can be seen at the end in
this rough test I made to estimate the time a wrap around shot would save. And you don't effectively have to slow down at all to kill everything on the way back.
It's hard to estimate how much time it costs in the long run to use a few more super like this, but I doubt it's very much.
Wave might still be worth it though, hopefully it's possible to save enough time with it to justify getting it early.
I'm having a hard time thinking of areas where the pseudo screw-attack+Beam thing could be of use. Using it against that hopper in Pink Brinstar is a good idea, but because of how the first damageboost is done in that room it would waste time to do so.
Eye of the Beholder:
Post Draygon E-Tank - I think it's better to just run. Because you go faster that way, you'll quicker reach the point where you can jump up. The height of the jump is so low that it will likely not make any difference if you have a slightly higher position.
Turtle room - Doubt it. To get the angle for the shot, it seems like you have to go so slow that it will disappear of screen before you can catch up to it.
Post Ridley shinespark - I think this has been tested before. You need to get so far into the room before shinesparking to avoid crashing into the door, that it isn't worth it even if it was possible, which IIRC it isn't.
Lightbug E-tank room - I'm thinking that the method used in the RBO is probably the best, though I never actually compared it to anything else more closely.
EDIT: You don't have to fire the last two supers in that smv either, there's enough time to open the door even if you kill the last two enemies by touching them.