Indeed, optimizing three mockballs after managing a Torizo skip would just break my will and make me hate the game for life.
(I want to smoke this stuff too, sounds like some inane hallucinations are a given.)
I'm not an expert on F-Zero so I can't give you exact help on how to improve the movie, but you will have to improve it in order to have it accepted. A TAS that is slower than a realtime speedrun is obviously a no-no. Maybe you could try analyzing Saturn's and inichi's movies somewhat deeper to see when and how do they save time compared to you?
If the point is to eliminate possible cheating, the only good way to ensure authenticity would be to take a console and do a run on a console.
Otherwise, by disbelieving players, you're taking it more seriously than it probably should be.
The reason why I don't think giving SMB a star makes sense is:
1) it's going to be checked among the first hits, anyway;
2) the TAS is only a couple seconds faster than the fastest unassisted run — hardly a WOWAWESOME thing. Tool-assistance is not very prominent there, at least not for a first-timer.
There is still a problem, though, in that using different versions of the emulator might make movies desync, and keeping track of them is not only hard, but plain infeasible. We've had a lot of trouble putting together 3-4 consecutive FCEU and SNES9x versions floating around, now think about something that gets updated, like, every month. Clearly, a version of choice must be frozen and used for a long period, preferrably not less than half a year, to make keeping track of different versions easier. That said, having TAS tools built-in at that point would be nice, although it would still be possible to live without it, as it's not as much of a problem by itself since the actions that need to be taken in that case are at least clear.
Well, that's pretty odd, because when I asked your frame counts for that (and the next) room just before releasing low% testrun WIP2, it turned out I somehow managed to be one frame faster in each, which presumably happened due to subpixel optimizations in the beginning of Dachora room and Charge Beam vault entry mockball, respectively. Might have been a time paradox, though.