ChaoticPlay it like a flute!: I never really bothered counting the number of hatches; perhaps I would have realised otherwise that the lemmings at the top are largely really just "cannon fodder". Instead, I wasted a lot of time trying to have the lemmings coming from the sides do the bombing by climbing up the pipe and then exploding... but of course, there's too few bombers to do that, apart from the difficulties of getting everyone inside the pipe in time without splatting or without being able to escape the pipe again at the next lower level.
Sniper range: As you probably know, I tend to suck at compression method levels in general, because I'd rather save everyone than trying to calculate losses. But on top of that, that is the most ridiculous way of compressing the crowd I've seen to date!

I guess walkers would have been too obvious... fencers might also be an alternative if you ever want to create such a level again without making it too clearly visible what's going on

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InsaneBlame it on the chain: I checked back with Flopsy's LP here to make sure it wasn't just my inability: Contrary to your LP on Super Lemmini, it is not possible in NeoLemmix to create that pit out of a digger and a bomber and end up with a shape that climbers can still get out of. So the crowd has to be released again pretty soon, and one ends up with more of a flow control scenario, similar to your rerun of "Builders will help you here".
HellishEnds of the earth: This one was pretty clever, although the odd timing and the way some lemmings came out facing to the right, others to the left, both made it pretty clear which skill had to go where. I read your comment under Flopsy's video, and therefore I believe what I did is also the intended solution here.
Premonition to the future: I didn't feel like playing this one first; it was clear to me at first sight that one had to make a miner go through. I did think though that one would have to go through the square blocks, rather than building over them and simply digging down the pillars.
Ice cream nightmare: Okay, I already knew what I had to do here; it also appears sometimes in Lemmings World Tour now, precisely for that reason

. The most annoying part for me actually was not getting the distance between the two "lines" of staircases right, but filling up the space between them at the bottom, because the basher needs some ground to walk on at the end in order to make it through the ice pillar.
Unleash the lemmings!: This looks pretty much like a backroute to me.

I somehow remembered from watching a bit of your videos earlier that a blocker had to go on that tiny pixel at the bottom... but that's also down to me having created some similar levels of my own making for Lemmings World Tour. So the fact that blockers can block even across gaps as long as their trigger areas touch the ground on the other side of the gap, just like bashers can bash a little over a gap (like in "Labyrinth of Lucifer"), that was something I have become pretty aware of recently, simply due to my own level design. Specifically, there are two levels in Lemmings World Tour which exploit this "blocking across gaps" mechanic even to a much greater extent than this level does!
In the shadow of an empire: These trap triggers don't seem to be working. It didn't matter in the end, because the pioneer lemming must not be a climber anyway, otherwise the crowd catches up to him at the end on the staircases. But you still might want to fix this

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Labyrinth of lucifer: I was really surprised to see this level popping up in the pack; it's the kind of level I'd rather expect from Nepster, and as I've probably said before, I'm not the biggest fan of these. Millions of fine lines to add visual confusion make the level artificially harder than it actually is. I love solutions that are hiding in plain sight - not such hidden in obstructed sight

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Strike for victory!: As I announced on YouTube, I think I've found another backroute, although I like that solution quite a lot, because still one lemming ends up dying. I love solutions where you are provided a bomber, and you are allowed to lose a lemming, but it dies somewhere else, so you're not actually allowed to use the bomber. Since you (used to) like red herring skills, this is one of the most effective ways of using them!
Live and lem die: So here we go... the infamous "flying builder" trick. I knew this was possible, but I hadn't seen it applied or enforced in a level yet. So naturally, I didn't consider this an option. Once I got that information from YouTube and went back to fiddling around myself, I gotta admit you beat me with my own weapons: I didn't see the necessity for the miner turnaround trick. I was so focused on trying to save the blocker that I had an excess bomber - which I used to blow up the first miner before starting the second one - and ended up being one miner short in the end to go beneath the lava pit. That's because I still needed the two miners to get down that big block, just plus the additional bomber, and the third miner was wasted for freeing the blocker. By simply blowing up the blocker and doing the miner turnaround trick, of course you're able to spare that one miner you need at the end, and the climber ends up dying, as well.
A tricky quicky: I wanted to take the entire crowd to the exit on the left; the one lemming slipping by became a climber-floater, went up the steel piece, turned around to build and become a blocker. Almost would have worked if the miner had been able to go all the way through

. While I did know that lowering a basher with a digger is a thing, the solution was so out there that I wouldn't have possibly come up with that!

I do think it might be possible to have the miner tank on the steel and turn around, so he'd go into the same exit as the crowd. But in this case, he didn't go low enough, or otherwise he probably would have made a hole into the terrain with the crowd falling out. I do have to say though that the time limit is still ridiculously tight; I think the miner, who did not turn around, after all, only made it into the exit due to being a floater, i.e. hitting the exit trigger from above rather than having to touch the ground inside the trigger.
A small colossus: I had two possible methods of preventing the climbers from going back to the left: Bombing a faller to make the wall uneven, or building at the top. Since there's that giant, way over splat height-pillar on the right, I wanted to bomb into that one to prevent the climbers from going up, preventing them from going back with a builder at the top of the structure, similarly to "Law-breaking lemmings". Then I thought I could compress the climbers and keep them busy going over the woodplanks while the pioneer was bashing through these underneath in order to be faster and increase the distance to the crowd. Trapping them between these two planks, well, yeah, I didn't really consider that an option

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Lemstrosity: Well, this level and all its hand-made creatures puts my attempt at doing something similar - namely "IT'S FEEDING TIME!" from Paralems - to shame, and easily so!

Although my appreciation for your wonderful little creatures was reduced quite a bit by that annoying ending, which once again featured the flying builder

. In fact, I did this level before I did "Live and lem die". While the narrow corridor of fire traps made me think of the flying builder trick, I thought that couldn't be possible because the other lemmings needed to follow - rather than just a single lemming getting through that path. I didn't really think of putting single builder bricks into mid air to land on with a second builder lemming - instead, I did a continuous back-and-forth of build-bash-build-bash, and quickly saw that was still gaining too much height, i.e. getting me too close to the fire traps.
Thank you certainly for making the right level side solid to maintain the Super Lemmini solution! I think this level may still have had the potential to be a much more interesting puzzle by relying on a greater variety of skills; this way, it's mainly a builder fest with a really annoying trick at the end (rather than putting that fiddly bit at the beginning, as it has often been suggested to do here on the forum).
RetroOrigins and Lemmings: Turning one lemming around to mine in the tunnel of another miner is always nice! At first I had the blocker placed all the way at the end, but then I quickly realised it had to go at the very beginning to be freed by the crowd when they free themselves.
Only floaters can survive this: Here I actually used a rather obscure trick out of my own inspiration, the double builder-turnaround. I don't know if that's part of the intended solution, but I don't see any other way of isolating a single lemming and turning him around without using a second blocker - which you can't do, because you need a bomber at the foot of the pillar.