Leaving this here for future reference, as it seems arukAdo isn't too keen on implementing it:
http://dehacked.2y.net/microstorage.php/info/205960373/spinningroom.smv
From what I've understood, lag in this room is caused by several things:
— having the chain in free control mode while there are many sprites on the screen;
— having an item (like a small heart) in free fall when many other sprites are on the screen (thus it's best to take them while at point-blank, or let fall before skeletons appear);
— skeletons breaking out of the graves (sometimes can be circumvented by jumping at a different time or avoiding using the whip).
The timing is tricky, but it allows for, say, one of the skeletons being destroyed by the cross pendant without causing any lag.
As for the changed damage boost, it was rather intuitive: boosting from higher ground leads to more space covered by moving airborne, which is much faster than walking. I first thought to boost from the bone, but then realized the bone is indeed too high, however the skeleton could be boosted from, as well, and it would still let me get the drumstick, too.