Just did the first test-run in the opposite direction, using the Tree style from LPII.
Of course, objects not supported in SuperLemmini format got converted to objects that do nothing. That aside, terrain pieces are fine (including resizing to suit SuperLemmini's resolution), while objects do have some minor hickups that shouldn't take long to fix...
EDIT: Second run worked a lot better.
Now to actually build and test a SuperLemmini level using it...
EDIT: So, while testing, I discovered a very useful, undocumented (I think) property of SuperLemmini - setting the maskOffsetX and maskOffsetY of a window will alter the point the lemmings spawn from.
Anyway, check the 3rd attached image!
I decided to use this level as a somewhat symbolic thing - it was also the first level in the first custom graphic set for Lemmix.
Got a few issues to iron out (such as fully making use of that window spawn location), and then I can release the updates to fully support this new stuff.