Pickup sticks. Great level, this one had me thinking for a while without ever seeming unsolveable and thereby demotivating at any time!
Express air-evator. This is the kind of pixel precision I would avoid, because even after trying several different places with the digger, the lack of success made me believe my solution was actually wrong, when I probably just would have needed a couple more pixels to the middle. I'd suggest you just make the pickup skills on the left 2-3 diggers instead of a single one. The focus of the level according to title and instruction is on the updraft and the gliders anyway, not on getting the single last digger exactly right

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To those who wait. Like Wafflemm, I had figured out a solution to the level long before the final athlete came out, went into fast-forward mode, and wondered why I lost the level ^^. This is the same punishment principle I used on "The Lempire strikes back" where the zombies actually do become dangerous in the end. I believe that lemming is an athlete by virtue of being a climber and a disarmer, so it could actually fulfil a purpose in this level, rather than being a mere troll move towards the ending. So, if you want people to actually use that late athlete lemming, perhaps you should decrease the total number of lemmings so the player can notice the athlete earlier, while still building the path. As both Wafflemm and I experienced it, that single athlete easily gets lost in the crowd, thereby not actually being useful to the level, but only ruining it in the last seconds for a player who has actually already figured out a fair and fine solution.
Hero's excavation. That was a nice one!
Look at them shimmy! Arrgh, so obvious, hiding in plain sight!

Judging from the feedback you've been receiving so far, I believe this one could still go a rank higher.
Tricky triangles. I like the general concept of these levels, however in the second iteration (the "reverse" version, "Taxing triangles"), on that largest triangle there's a point which looks as if it were solid terrain, yet the lemming falls through it from above. While a player should know it's possible to slip through thin terrain lines from below, this drop was totally unexpected. Luckily, there's the basher to get out of that pit again, but still it was really confusing.
Super Mecha Death Gators. And that's another one I needed Wafflemm's stream for. With your hint, I had figured out I would have to mesh the lemmings together between to blockers, but then I focused so much on doing this that I ran out of blockers and had no idea what to do with the builders, who always bump their head on the pipe above the first crocodile. Of course, building over them was the very first thing I tried. But putting puzzlepiece A + B together somehow didn't work for me

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If only they could dig. Okay, now I know the nuclear option is always on the table

. Can lemmings doing the bomber animation actually survive lethal falls, like in Lemmings Revolution where there's one level where you have to use that trick? At least it eemed to be the case while playing this level. Normally, this problem doesn't occur in NeoLemmix, because while in the air, regular bombers explode right away without the oh-no, and there is no option of timing them exactly to explode when they hit the ground, in order for them to do the oh-no-animation - because there are no countdowns. With the nuke however, the countdown is still there. And I still couldn't figure out why the nuke doesn't kill all lemmings at once, but rather in such an arbitrary sequence.
A fair trade. Yeah, that was a bit annoying. I actually preferred the "make the miner go through"-trick from a later level, since I like to do the same thing with fencers. But doing this for a basher is a lot easier, since stackers can be placed so easily - thus, this causes a lot of clicking which is in the end kind of pointless

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Sewage shaft. This also gets tedious pretty fast. I love using water lifts, and once I forced myself to use them rather than trying to build stoner staircases, it saved me a lot of skills, which made the level more interesting again. Still, about halfway to the top the player effectively knows the drill and it gets old, and there are still a couple of stoner staircases required here and there (which aren't much better than stacker stairs ^^). I didn't even platform over that last gap, because the crocodile's trigger was so far out to the left that I had to use a bunch of stoners anyway, so I just stoned all the way over the entire thing rather than sending another lemming down there. And although 55 stoners is not even over-generous for this level, I think our rough guideline as far as builders are concerned (15-20) also make sense for other skills - especially for those which create only such tiny steps

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To each his own. Another common level title

- and I, too, used the same exit for some lemmings, namely the floater and the glider.
Mount Lemmerest. Not super-annoying, but mainly an exercise in economical use of builders - which often minds "rewind the entire level" if you're a single builder short to victory, because that can mean having to replan the entire route. The difference to the other puzzles is that this route only consists of going up, and ocassionally around the protruding edges of the unfavourably shaped mountain. So I ended up bashing through the entire thing and used a bomber to get through the one-way terrain on the right. I still had to send a lemming over there, though, to blast through the tree from the top rather than from the bottom.
Me, myself and lem. At first, the lemming on the left always was a couple of frames short hitting the button, so I'd always lose the climber on the right to the fire trap. The solution was once again to prevent both lemmings from turning around after they were done clone-building.
Trigger finger. Great level!
Getting there's half the fun. Took some time, but never seemed unsolveable, good job!
Frozen factory. Quite a bit of mining and building around just to collect three platformers, but I guess it's all about efficient resource use again.
Operation: Super rescue. Neat! Here we can see how easily the Purple tileset hides its traps, though. You will face that in Pit Lems as well, unfortunately

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Dangit Harold!. This is a funny idea, although there was not much puzzling going on. Rather a lot of precise clicking and rewinding to make sure "Harold" bumps his head at the right places without running into traps, fire, or an abyss. I'd say we should refer to these single-lem up and down-challenges as "Mario levels"

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Take me to the future. This was a lot of back and forth. If all of that action was intended, this one is a true masterpiece!
The joke's on you. This one was just great! I've been on the verge of solving it for a very long time and always was one walker or blocker short. When I did solve it in the end however, I didn't have to use the basher or blocker at all, which felt kind of backroute-ish. Hence, I actually found my approaches which
didn't work more interesting

. Like sending a floater down the first pillar, turning him around right away and having him climb, while a faller from above gets blown up to create a hole, in which the climber can slip, turn around and build a (s)platform from there, just in time to save the next lemming falling down. Yet, all that nice action isn't necessary because currently, a single bomber at the top suffices to reduce the height of the pillar below splat height - I don't know whether that's intended?
Thou dost ask to much. This is another level where I would have preferred my non-successful approaches to be the intended solution, but each of them would have required another miner. Now I simply went over the top of the level. Also, I just bypassed the radiation completely as if it were a trap, rather than having to use it in some creative way. But perhaps I'm indeed "asking too much" here...
Diving for treasure. Bombing to set the swimmer free, then blocking there, then setting the blocker free. Nice to have to keep all this in mind!
Water-logged woods. This one was real tough, but boy it felt good when I finally found the place where the crowd could do the last basher!

Great re-run!