The first thing of note that happens in the movie is that it gets into an unnecessary random encounter. The entry to the swamp palace picks up a red jar for no reason and then demonstrates no ability to manipulate enemies. There is no planning regarding XP. (In the published movies, the entirety of XP routing was planned before the movie started.) The boss fights make it most obvious how little effort went into optimization. The author still doesn't use the encounter glitch, likely being unaware of it. At one point the author went into a town for the sole purpose of refilling the magic meter. The Valley of Death is the toughest spot to manipulate random encounters, and so the author doesn't even bother trying. Some screens in the Great Palace are below RTA level. Dark/Shadow Link is obviously suboptimal.
But the biggest issue is that the author is attempting the same "branch" as before, which isn't really a coherent branch. It tries to be something in between
[4234] NES Zelda II: The Adventure of Link "warp glitch" by TASeditor, Arc, Inzult & EZGames69 in 05:31.89 and
[4367] NES Zelda II: The Adventure of Link by Arc & Inzult in 34:58.74, but that is impossible. The difference between those two movies is that the 5-minute movie allows L+R and the 34-minute movie doesn't allow L+R, and so this submission is a slower version of the 5-minute movie. L+R is an unintended programming oversight, not possible to do with a normal physical controller, that severely breaks the game. It is not interesting except in the "no restrictions whatsoever" branch because it removes most of the gameplay and strategy from the game.