I just tested it and it did not desync for me (for this particular movie), although, personally, I prefer being able to see the actual level time for a level completed. I support standardizing the length of the intermission screens but making them instant somewhat hurts the aesthetic of a run for me. I suppose, specifically for submission to this site, it wouldn't be too hard to edit out all the intermission screens for demos that do not desync, though I would never make any of my Doom TASes have instant intermission screens otherwise.
RamboBones used DRE to turn instantly for shooting like that (a modified version of it was used in this run). DRE allows for frame-by-frame editing of TASes (also known as building). Akse prefers to use smooth turns and only partially uses building in his runs.
PrBoom+ maintains very high compatibility with vanilla, and PrBoom+ (as well as tools based on PrBoom like DRE and XDRE) offer the most TAS features for Doom, which is why they are generally used for TAS.
That is not true about E2M8 ending, if you die after the cyber dies, you don't finish the level, same for E3M8 (unlike the Icon of Sin for Doom 2). Also, any inputs afterwards make no difference on the final time, so I don't see why they would have to be cut out.
Possibly, although it doesn't seem like the cyber has much time to make it around the corner in this demo. It does seem like it might have been possible to wake the cyber up earlier.
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers.
Well, you would fire the same amount of rockets, switch weapons, and finish by firing your cells.
I'm not certain how that would make much of a difference, since he'd still be firing the same number of shots.
The improvements that seem most likely to me is some of the maps have are pretty close to 1 sec improvements (particularly E2M4 in 36.37 and E2M5 in 25.23), and the E2M6 void switch hit seems a bit slow.
Regarding the cyber kill, it's very likely the better option to start with a plasma gun because that does a lot more damage to cybers. As for moving in closer, it might help slightly, but likely not enough to take the time down from 25 seconds to 24. He doesn't have much health to take the hit; also, I don't know if this is the case in this run, but he may have been at that distance to manipulate damage RNG.
As for NM runs, I wouldn't go as far as saying it's treated as a joke-difficulty, but UV is the standard for competition, which is why most TAS runs for Doom is UV-Speed.