Apologies for the Great Wall of Text, but I have quite a lot to say here. Assuming you get what I'm talking about, future comments will be a lot quicker. I'm sure I speak for a lot of people when I say it's great to see this being worked on again, I for one am excited to see what a TAS of an RTS would be like. With games like this though, it's certainly annoying to see the repercussions of every single action you take, to see which ones actually do end up saving time.
What you need to consider for these levels is what event are you actually waiting for (IE which events take the longest), and only focus on trying to reduce the time of that particular action; since everything else happening meanwhile is almost irrelevant. Here's my take on the levels so far:
Level 1: Now, we need a total of 4 buildings, but does producing farms/barracks enable us to hasten our goal of producing more buildings? The answer here (on level 1 at least) is 'no', since we don't need grunts nor do we need more farms to produce peons. Since the level is only complete once the 4th building is done, it essentially renders it totally irrelevant when buildings 1-3 are contructed. Delaying those buildings will not effect your final time, that's what you need to understand.
After all, 1 peon making 1 building per minute, has the same outcome of 4 peons making 4 buildings in the 4th minute. The final time is still 4 mins, so to work out which strategy is better you gotta consider what else is happening meanwhile. The thing is, what's holding us back right now is resources. Oddly enough we can only build once we have the cash, and by sacrificing a peon for construction, you have now effectively lowered your income rate, thus delaying the earliest opportunity available to build the final farm. I'd say it's much better, to have the peons gather ALL of your resources first, and then get them all to build. (Naturally this is a bad idea on future levels, since you'd need more income for other things, and no doubt you'd need to train grunts, and thus need barracks early).
But like I said, try to figure out what you're actually waiting for, and what can be done to improve it. For example on level 1, I notice the final resource you collect is lumber, so that's our current time blockade that we need shifting. Very easy solution, considering you only started collecting lumber quite late into the level; so just send a peon a bit sooner.
Level 2: OK, get Zul'jin to the circle of power, so it's only him you need to worry about really. Make sure he takes the most efficient path possible (it's nice how going diagonal doesn't change speed), and everything else which is going on won't matter that much. The rescue so far looks kinda clumsy, since all the other ugly trolls get in the way of his escape, and he has to linger around his prison walls for a bit. It seems you don't get much use out of the grunts either, apart from using some to destroy the first wall. I would say for an improvement to this level you need to create another escape route, so here's 3 suggestions
How about getting the grunts to destroy not only 1 wall section, but the adjacent one too? It'll automatically be weakened by the destruction of the original section anyway, and it's provide an ever so slightly faster escape for ZJ. Maybe you could even use the new trolls to destroy the wall once acquired? Naturally there's not a big time window there, gotta make ZJ move, while commanding the other trolls to attack, and then coordinate ZJ again to get through the new gap, while the payoff is only a mere 1 square saved, but there's one idea.
Another would be to send the remaining grunts (and again, trolls once active) to destroy the top left corner of the prison. Get 3 grunts to destroy the first wall, and then claim the trolls, while you send the other grunts ahead to destroy the top wall. You could then even use the trolls to help destroy that wall section, while ZJ moves closer to it. No doubt that could be faster than using the right hand exit, then scrambling all the way around?
Thirdly would be to sent the grunts to the end, to destroy an Orc wall. You gotta admit, that first wall you come across would be more convenient to go straight through rather than go around it.
Level 3: When you built the final oil rig, you had 1500g. That's 1500g too much as far as I'm concerned. Clearly you weren't waiting for resources at that point, so that's not the problem. You weren't waiting for any previous buildings to be completed, or waiting for a nearby oil tanker to be ready, so that's not the problem either. What was slowing you down here was the fact there was a human oil platform there, and so to improve the time what you need to do is figure out a way of destroying it faster.
But considering you had 1500g, I'm sure that could have been put to good use. When you have enough gold, reassign a few workers to get them to chop instead. Then train another demolisher, and get that platform down quicker.
Level 4: It was mentioned earlier that you could put your units at the spawn location for the great hall, forcing peons to appear slightly closer to where you want them, did you look into that? I know at the start you use your army to destroy ships, but may I remind you that your shipyard isn't up yet, and so the ships are in no way a threat to you. You can delay killing them for a bit without consequence, so using your army in this way could give you faster income.
When you finally did start your shipyard, you had a hell of a lot of gold, and a lot of peons. No doubt you could assign more than 1 to 'repairing' it? The more the better, since resource is not your limiting factor here, so make full use of it. I saw you always had at least 100+ lumber up, and so you can assign another peasant to repairing I reckon.
Building Barracks on the island? Genius. Getting spammed with 'not enough gold' when you have idiotic peons gathering 1000+ lumber that you clearly don't want? Stupid. Reassign some lumberjacks to gold miners later on, and that wont be a problem. Also, there was a lot of lingering on the island, what gives? You have an army, USE IT. Ogrim Doomhammer would be ashamed.