Alright, "some" WIP notes!
You didn't hold forward at the start of 1-1 when you get blasted out of the house. Which means less speed at the start. When you do the "extra roll" trick, it has to be done on the first half of the roll, otherwise you'll lose speed (Be sure to check the RAM watch I posted!). Sometimes this loss of speed is unavoidable, like when you have rolled to a different platform or after hitting an enemy. At which times you have to make two quick rolls as soon as possible, to avoid losing too much speed. Already at hitting the first Gnawty, you lost 7 frames.
You may have noticed that you sometimes get a lag frame when hitting enemies (Lag counter: ON, in case you haven't already :)). Sometimes it is faster to slightly lose some speed so that you'll hit an enemy a frame later to avoid the lag. This lag management is very tricky throughout the run.
You can see this being done in my any% TAS:
http://tasvideos.org/3936S.html
It shows an example where I lose some time when I start the roll, by releasing both right and Y, to avoid getting lag from the Gnawty, which was faster than not lose speed and get the lag frame. There can also be a lag frame when you break a DK barrel. So make sure you check that too and come up with ideas if it could be faster to avoid it.
And in situations where you have to wait for something, like a moving platform, you should never kill any enemies. Such as in Trick Track Trek, Elevator Antics and Tanked up Trouble. As even if the game doesn't always give you lag, it will always pause for 1-2 frames.
Corner boosts is another thing to look after. For some platforms you roll of, and even run off such as with Expresso, you can get a small speed boost from. They depend on which pixel you land on the corner, pretty much. Here it can also be faster to delay you speed/position in order to get the boost. But it may also result in hitting an enemy earlier to get a frame of lag later on! Meaning many methods have to be tested. The boost itself is very noticeable if you check the ram watch.
Other notes about the WIP: You jumped very late after throwing the barrel towards the Rambi box and why not start the roll instantly? The only real reason why I jumped in the other WIP was to change the color of Rambi gold, because of the Animal Token :). If you jump and roll at once, it's just as fast to do it at the bottom as the above platform. Just that the graphic glitch can only be done by jumping. Also: The speed and subpixel position you have when you land on an animal, will be kept over. So if it is possible to land on the same frame, but with a higher speed/sub value, that is prefered.
You touched the wall a bit with Rambi when exiting the first bonus, which cost about 2-3 frames.
By using Rambi's attack, press Y, to open up the second bonus, you could have jumped into it several frames earlier.
When you exit a level or bonuses. If you don't hold right you can roll further into the "exit section". The level won't end until Diddy/Donkey has walked to the far right of the screen. So try to roll a bit further before you press right to exit. The time saved from this differs between the levels. For the first one you can only save like 2 frames I believe. While in other times it can be much higher. This was explained in the submissions of my old TAS:
http://tasvideos.org/2876S.html "The right trick"... I can't remember what we actually changed the name to :D.
Next level: *Ignoring general things I've already mentioned*. You jumped off the first rope two frames later than possible.
You could have kept the roll after the kritters at least one frame longer. Here's also another example of where it can be faster to be slightly slower in order to save time. I'm not sure if it actually applies here though. But in your WIP, you jumped at frame 5197, jumping at 5198 for a single would also work without hitting the wall, while 5199 would not. However, sometimes it is faster to jump for more than one frame in order to roll for one frame longer, despite landing later. In this situation, it was not. But losing a little bit of speed to make it possible to jump at 5199 instead could be faster. It's another thing to look out for while TASing =).
For the first bonus, when I TASed it I got it to be equal to roll from to the left instead of the right, but only if it's 100% optimal. I'm actually not positive that left is even faster. But your version lost over 20 frames to it.
Last bonus: If you make the extra roll close to the platform your roll won't drop instantly. Doing that + release Y when hitting the Kritter, will end up in the bonus like 2 frames earlier.
If you jump out of the bonus, you'll only land further on a later frame. As rolling is faster than jumping, it's better to simply run down to land early for and early roll.
Third level: As a barrel boost is faster than to walk normally, you should keep this speed as long as possible by jumping further.
Better turnaround management for higher speed to the left when entering the second bonus could have saved some time.
For all bonuses that you are shot out from, if you only hold right, not Y, you'll be put one pixel further to the right. You did it in the first level, to avoid landing on the hidden item, but it should also be done at all other similar bonuses, like the second one in 1-3. And why the late roll? One reason could have been to avoid lag from the kritters or a corner boost, but that wasn't the case here.
Another example where you could have kept a roll one frame longer: after the triple kritters.
The barrel boost into the bonus: With better speed and position for grabbing the barrel, as well as jumping shorter to avoid pushing against the wall, like 7 frames could have been saved.
After killing the snakes: Again: Too early of a jump, could have kept the speed longer.
General note: When you are starting a roll after landing. Depending on your current speed, and other factors like lag/corner boosts, it can be faster to either release Y for the roll as early as possible (For the roll to happen on the same frame) or as late as possible. Depending on the section, you sometimes have to try all different frame when to release Y.
OK! Lots of notes here, I hope this won't discourage you too much :D. A lot of your mistakes can easily be fixed by studying my WIPs in the emulator as well as checking the RAM Watch. Also read my submission notes for my three published TASes as they may include useful information!