Tender 2 (Big Apple): My solution looks very much like a backroute, but I don't see any other way to solve the level

Tender 4 (Revenge of the Berg): The bomber through the middle snow block has to be placed pixel-precise if I am not mistaken. And why is the RR locked? Otherwise a good level.
Tender 5 (I finally made it): Same trick as in "Big Apple" and I used only the red teleporter, not the blue one.
Tender 6 (Lemming squared): Much easier than the previous ones.
Tender 7 (Very cheesy level): Another very easy level.
Tender 8 (Take a dip): Sorry, but I have to rant about the water object here: First of all it looks very, very much like solid terrain, which was the reason I spent the first half an hour on this level. The all other water objects have a trigger area that reaches to the bottom of the object, but not this one. So I spent the next half an hour thinking no lemming may walk at the bottom platform... PS: Again a locked RR without any cause.
Tender 10 (Through the cold steel): Rather hard level which requires quite precise skill placements.
Tender 11 (Lemsweeper): I am very happy to have the clear physics mode and am even happier that one doesn't even need this

Tender 12 (Curiosity killed lemmings): I took the very fiddly bottom route, but saved a lot more than required.
Tender 13 (Hello, Mr Rigatoni): And why are the balloons not solid, when they look like normal terrain? Otherwise a good level.
Tender 15 (Escaping reality): Very easy level, with lots of unnecessary cloners.
Spicy 1 (As cold as it can get): Very good level, were it not for the one-trigger trap, which fits so well into the terrain that it is basically a trap hidden behind terrain. I HATE it when I skip 10 seconds and suddenly my worker lemming no longer lives for no appearant reason at all!

Spicy 2 (Creep from the deep): Many tender levels were harder than this one. And why is the RR locked, again?
Spicy 3 (When life gives you lemmings): Interesting level concept. But the fixed RR made me rage, because I had to assign the last 40 gliders without having to do anything else anymore, which was basically one minute just clicking once every second or so. So: First half was great, the second half was just boring.
Spicy 4 (Lemmings 2D): Very nice level.
Spicy 5 (12 trials): Nice level concept, but could you please color-code the rooms visited by the upper, middle and lower hatch using differently colored teleporters? Currently one never knows which hatch to work on, to pick up the next skills.
Spicy 6 (Infinite loop): Good level, but I automatically got the talisman and don't see any solution that doesn't get it.
Spicy 9 (Piperambo): Excellent level

Spicy 10 (Lemmings and Ketchup): I straight-forward built up the the exit. Very likely a backroute.
Spicy 11 (Golden Bridge): When starting with a stacker and then stretching the platformers, one can almost cover the lava pit, except for one single pixel! Very frustrating! And it's not obvious that there are 4 pick-up skills stacked over each other. And again the RR is locked. Otherwise a nice level.
Spicy 12 (Cage of Doom): I am fairly sure the intended solution is something much more elaborate.
Spicy 13 (Stinky Sewers): Another straight-forward solution. Backroute?
Spicy 14 (Return of the King): Building over the lava before the zombie-king returns is pretty fiddly, but doable. After that one still has lots of skills which makes the rest of the level trivial.
Spicy 15 (Deadly circuit): This must be a backroute, but at least I got the talisman.
