Leo 1 -
Childhood Dreams Already played and solved this level before, and I believe I voted for this level in every round of the voteoffs in the LDC #22. You've already explained to me that there are some parts that were changed since that contest ended, and I definitely noticed that it didn't exactly play out the same way.
Leo 2 -
Steps of the Rite I think this was the hardest level of the entire rank. This one took me the longest out of any other level in it. In particular, it was very hard to work out how to get two non-climbers to forge the path for the rest. A digger going to the left to cancel the first digger was very hard to see. I also made the wrong assumption that the only way to turn the athlete near the exit was with a miner and platformer. It took a while to come up with platforming at the top and then blocking to turn the other climber around and then digging the platformer bridge to float down safely on the other side of the OWW in order to bash through it. It's quite tight for the platformer to finish on time before the other non-climber slips through and drowns.
Leo 3 -
The Day After Christmas Yet another contest level that I've played and solved before, and so this was another quick one. Even then, before knowing the solution this is a very hard level, as I really struggled with it during the playing phase of the LDC #22. Very nice solution, though. That's especially clever with using a stoner in order for a jumper to turn around and glide into the area to fence and clone. The only thing is making sure that the jumper is given to the third lemming or so.
Leo 4 -
Kiwi Pie Deceivingly difficult level. You already mentioned that my solution is acceptable even though I used the second stoner differently from the intended solution. At the same time, you managed to find a backroute to your level. This is a really nice tileset by zanzindorf, and I especially love the touch of the digits of Pi that you put at the top of the level

Leo 5 -
We Are Super Dogs! Another favorite of mine in the rank. Very nice solution. This one was almost a complete breather. I've never seen the anti-splat and splat pads for this tileset ever. I love the tricks here: bombing so as to avoid landing in the trigger area of the splat pad and therefore they will splat, shimmying with the Milla trapped at the bottom of the level so that you can bomb and then allow the floater to turn around by platforming up the bomber hole gap, and then building so that the crowd doesn't land inside the trigger area of the splat pad. Nice job here!
Leo 6 -
Cool Head and Warm Heart Difficult one but another favorite of mine! It was very hard to see bombing a faller before building from the right side to get inside it. I especially love shimmying to get to the bottom of the level so as to make a landing platform for the crowd. Before this, I kept thinking to drop down from the far right side. Very nice red herring there. I managed to solve this with a climber to spare, but this is acceptable, as you said. Also, that's really cool what you did with the fire and snow tilesets to make the design look the way it does

Leo 7 -
Price of Progress Nice builderless level. Can be difficult, but this one wasn't too bad at all. Here, I did the timing of the climbers so that the climber that turns around in the miner tunnel turns around to free the blocker. I also stopped a basher midstroke with a blocker and then got the crowd compressed by digging next to the blocker so that they bypass the blocker field.
Leo 8 -
No Devil Lived on Nearly a complete breather here, although we are in agreement there the trick needed at the end makes it too hard for the Aries rank. Otherwise, this would had been a nice candidate to swap with Aries 10, which is way too hard for that rank. As you already mentioned, my solution is a backroute. The hardest part is making sure the miner doesn't get torched after cancelling him with a jumper.
Leo 9 -
Naughty Kids The Lemmings are indeed "naughty" here

I surprisingly struggled here, but only because of the end part where they kept going in the wrong direction instead of towards the exit due to this property of sliders being most annoying. Then when you finally commented on the video you described an easy way to solve it. I can't believe I completely overlooked that

You're absolutely right about if lemmings turn twice with sliding then going in the wrong direction is cancelled. That pixel precise miner placement so that the sliders don't end up going the wrong way I would agree is likely not intended. I should probably report it to namida, although I might need help showcasing it when it comes to posting the GIF images.
Leo 10 -
Almost Paradise I especially love the design here, with what you did with depicting nature with the flowers, the waterfall, and the bees. The Rock tileset happens to be one of my favorites of ONML, although the Bubble tileset is my top one from that game. Surprisingly struggled with this one too. In the end, I used and found a very tight timing solution in several parts of the level. I definitely see what you mean with getting a floater from the right entrance to sync up with the climber from the left entrance so that he can get past the lizard trap. I can't believe I didn't think of that, though

Leo 11 -
Marina Bay Sands Another contest level of yours I've played and solved before. Quite a nice one that I backrouted so many times during the playing phase, but in its current version I couldn't get this solved before it ended. I was able to solve it on the first day of voting. The part I kept missing was the miner placement so that the swimmer can get back up to the left and go back to the starting area. I also kept trying stuff on the far right side which ultimately doesn't work.
Leo 12 -
Life is Suffering Almost a breather here as well, but can still be difficult. I love the trick of blocking after building twice to turn the other climber around to mine through the other parts to get the crowd to keep moving towards the exit, and also bombing him in order to reduce the height and make it a safe drop. I especially love the blocking at the very end so that you can still build to get to the exit. The only thing to watch out for is to make sure that you mine into the steel to turn around, as if the climber is allowed to go back to the starting area he will climb and get killed by the rope trap.
Leo 13 -
Cactus Valley Yet another contest level of yours that I've played and solved. This was probably my favorite of your contest levels in that LDC, with "Brakes Failed" being a close second. I believe I've voted for this level in every round. Very nice solution, with the hardest part to see cancelling a basher midstroke with a builder. I especially love the timing to bash and make sure the climber gets up the terrain before the basher takes away the terrain to prevent that from happening so that he can shimmy along the top again. And of course, my favorite builder/miner combo

Leo 14 -
Triple Trouble in Space! As you mentioned, my solution is a very bad backroute. I thought it was, I didn't think it was supposed to be that easy

Leo 15 -
Art of Puzzle Solving Difficult one, although that's because there were some things I couldn't wrap my head around, such as the only way to the bottom at the right is with a climber, as well as bashing the ceiling from the top. Then, I believe I came up with a solution that likely isn't intended despite using all the skills, so I might have beaten you here again

Something tells me that one is supposed to use the ceiling route.
Leo 16 -
Snow Flower Easier than the previous level, and also a nice one. That was a really good trick with digging and then platforming in the holes in order to extend the basher. The very hard part is timing the climbers in order to bounce the miner with a blocker to get the crowd up, as well as digging in order to leave an overhang to stop climbers and anyone from spilling out to the left and splatting. I'm thinking there are easier solutions than the one I found?
Leo 17 -
Polaris Rhapsody This was a single level of yours that I nominated for LOTY2020. I was so amazed at the solution that I told myself that I will nominate this level. I was really hoping this level would go all the way to win the contest, but alas it lost to DireKrow's "Shoestring Operation," which admittedly is a great level, but I was more amazed with this level of yours. Anyway, this is a harder version of the Sports level in the Aries rank, like you said, but they both have in common getting a blocker in place to bounce a miner.
Leo 18 -
V Stands for Victory I'm sure this is a huge backroute? I don't think it's supposed to be this easy

Now that I think about it, the thought of a very long extending a basher sounds ludicrous

Leo 19 -
Mysterious Circle Another level that I struggled with. Seems like the level is obvious for the most part, but one still needs to watch out for being short on skills. There were times that I kept running short on cloners and builders. Knowing myself, there are easier solutions than the one I found. In particular, the difference between almost succeeding and my success was I built instead of bombed first. I guess this created the spacing necessary in order to bomb and only allow one to go on ahead to make the splatform. Nice level, though.
Leo 20 -
Fall in the Dark Nice level to finish off the rank. I also struggled with this one, but that's because I couldn't figure out what to do with the basher. I seem to have made the incorrect assumption that the digger is used to release the crowd when in fact the basher can be used instead, depending on where the platforming underneath is done. I'm not sure if the digger placement is intended here, but if it is it's quite a nice one and a hard one to see. It uses the fact that the digger goes through a bit of the steel, as well as places the platformer brick right underneath him so that he covers the gap completely and is able to go to the left to forge the rest of the path. Before this, I kept running out of skills to stop the climber from going out to the left side and dying.