Congrats on finishing up through the Hurricane rank, Swerdis!

Indeed, there's still 65 levels remaining, but I know you can do it. This pack's got nothing on you

Also, thanks for the feedback on some of the levels in the first 4 ranks themselves. I don't really remember any of the levels themselves due to how much time has passed since I solved the entire pack, but I think due to your thoughts I'm inspired to pick up this pack again and play through it sooner than I thought I would. So, thanks to you, I will be revisiting this pack in the near future

There was a discussion here how PimoLems compares with DoveLems - maybe because both are older packs and both were adapted to NeoLemmix by Icho. For me, at this point, it's hard to say which one is better. To be honest, they are quite akin compared to other packs. Both often use remarkably small skillsets even in large levels, both contain almost no 20-of-everything-levels. And just like DoveLems, PimoLems ist not extraordinarily difficult to beat. It gave me some hard nuts to crack, though - maybe it's slightly harder than DoveLems, but that's nuances only. I read that PimoLems was far less backroute-prone than DoveLems. I cannot confirm that. I found several in the lower ranks, and the number decreased drastically in the middle of the pack. But to my surprise, in the hurricane rank the amount of backroutes rose again. Having said this, I'm with kaywhyn in this point. For me, lots of backroutes don't devaluate a pack. As a pack-creator, I would try to eliminate them, as a player I like to find them.
This pack's difficulty definitely doesn't come anywhere near what you see in packs like United, Nepsterlems, and probably even Seb Lems. Once again, I have yet to play Seb Lems, but I will soon, just as soon as I get my planned LPs done

There's definitely quite some tough nuts in Pimolems, though. It was even worse for me due to how I first played and solved the entire pack on Lemmini due to the lack of convenience tools. It'll probably be a much more pleasant playing experience on NL when I get around to playing the pack on that engine in the future.
What also attracted my intention: It's clear that Pieuw like miners - otherwise he wouldn't create a whole rank dedicated to this skill. But he seems to have relatively little use for blockers. There are hardly any blocker-puzzles in this pack. In the hurricane rank, only 5 out of the 20 levels use this skill at all, the first 9 levels are totally blocker-free. Pieuw seems to prefer free-roaming Lemmings - forcing the player to find other ways how to stop these creatures.
That's what I like about the levels in some packs in that you often have to get creative in containing or delaying the crowd in some way, rather than use the standard 1 or two blockers to hold back the crowd, which the original Lemmings used way too much. It wasn't until the Taxing rank where you had to start using other ways to do so, such as digger/miner pits. These were often roadblocks for players when they were kids, just for the way the levels all of a sudden started demanding these things from the players without warning, especially since the levels before Taxing did an absolutely poor job of teaching players that there are other ways to contain the crowd besides using blockers.
Windy:
The final level of Windy (Nick of Time!) almost played itself.
When I first played through this pack on Lemmini, Windy 20 was one of the few levels that I ended up skipping. I don't remember when I finally solved it, but I think it might had been way after I finally came back to the pack a few years after I gave up on the pack in frustration in being stuck on Hurricane 3, along with Stormy 30. I do agree that the level is really good, and the solution to it is just so nice when it all comes together. As my post shows, it's definitely way more frustrating to play the pack on Lemmini, although Lemmini/SL are still my preferred engine of choice to play on due to how I stayed with them for at least 4-5 years before I finally made the switch to trying out NL last year. I have definitely grown to love NL a lot in the time I played through United.
Stormy: In "So logical", I'm sure many players are on the completely wrong track in the beginning - that's high art of level design. A late highlight of this rank, at least in my opinion, is Stormy 20.
That was definitely the case for me in
So logical. In a way, the level title isn't being ironic at all. The solution is logical, you just have to think outside the box. It's still a great level, IMO. For Stormy 20, this was one of several glitch levels on Lemmini, and so if you look at this level on Lemmini, you can see that the level had to be reworked in order to work properly on NL. Due to how glitches are eliminated in NL, the reworked/remade version you see in NL is the closest you can get to the original Lemmini glitch solution. Most prominent is how there's a preplaced lemming, which Lemmini doesn't have.
Hurricane: As it should be, the levels in Hurricane are really harder than in Stormy - but not necessarily better (though still great). I admit that I had an easy time with some levels: Hurricane 2,4,12,13,14. The direct approach in "Barbarous Bars" proved successful though I immediately knew that this is a backroute. The trick used in Droll Drill and Cuba Libra I already knew from a Sublems-Level. I also was familiar with the major trick used in Hurricane 10. But this one was more demanding to figure out, because the trick had to be used twice and not "completely" - if you watch the specific video you know what I mean :-) As I already mentioned I found lots of backroutes in this rank. The heaviest, apart from Level 13, are Hurricane 9 (Blue Monday) and Hurricane 17 (Prisoners of the Pun) - though I must say I like especially this backroute a lot 
The by far biggest problems I had with Hurricane 5 and Hurricane 19. In Candelabrum, I was quite sure from the beginning that I had to let the basher and digger cross. Mainly to make the basher work one pixel lower to save the Lemmings down right. But how to save to digger and the Lemmings falling into the pit then, this really caused me problems since you can't bomb at the ground....well, I finally found the solution. In "Balance your Strategy" I did what I normally never do. I looked into the internet for some inspiration. But this was not very successful, since Pieuw himself and Ichotolot in their videos had three miners at their disposal. Fortunately, I was able to solve this level with two miners only. Not a very elegant solution though, but the only one I can imagine.
As is generally true in any level pack, there tends to be way more backroutes in the later ranks than the more open-ended levels in the earlier ranks. Hurricane 10 took me a while to solve, but I think it's a really good level with a really great solution with the trick needed. It's awesome seeing the solution in action. It is a hard level, though, especially since it's very difficult to spot it and most of the time players don't even think of using builders that way when solving.
I completely agree with Hurricane 5 being a headscratcher of a level. That level also gave me some problems. The solution is difficult to plan in one's mind. As you might guess, executing the solution is far worse on Lemmini.
For the record, Hurricane 3 was what made me rage quit the pack. Keep in mind that I first played the pack on Lemmini. I didn't come back to Pimolems for a few years. When I finally did revisit the pack, I was able to get past the level with not as many problems. If it wasn't already done before then, I also was able to finally solve both Windy 20 and Stormy 20.
So now, I will see what the additional ranks will bring. I'm especially excited for "One". Levels with time-limits are normally not something, I am particularly good at.
I really love the One rank. It's amazing how Pieuw has an entire rank of 1 minute levels, most of which I consider really good. I'm one of the few that doesn't mind time limits in the game. I consider it a staple of the game, even if many of them in the original game are too huge to be any problem. I'm also a huge fan of numbers, especially since I'm a math teacher. You'll be fine, though. Luckily, the levels themselves are very short due to the 1 minute timers, meaning they're over really quick. It doesn't mean that the levels of the rank are quick solves, though. Some of them are quite hard, especially the later ones in the rank. In particular, I remember the brick level
Straightforward in the rank, where my initial impression upon seeing the level was, "Really, the level's possible in just 1 minute?" You would think that it isn't due to the obstacle in the way: A very long wall that needs to be gotten through quickly. Can definitely bring up memories of the Just a Minute levels though, where it's pretty similar in terms of what needs to be done.