IchoR1 - 100% intended now! Nice job!

I'll reiterate here, which is your solution to the previous version of the level was intended, except I didn't realize there was one trick in the bottom left area that could be avoided. Now, in this latest version I do see that it was used, and with that the other tricks I intended as well are now all there, so I'm happy

I think you can now see that the way you placed the stacker was completely self-inflicted and therefore the solution was made more complicated than it needed to be in the previous version. With the change I made, not only did it eliminate the pixel precision (there should be a few pixels more leeway in the stacker placement now

), it also enforced a trick I intended in the bottom left area.
The tricks I intended on this level: Bomb a stacker in progress to make a splatform for the crowd on the far right, stack and use a lemming on top of the stack to build to reach the structure on the upper left area, stack close to the first stack and then bomb a lemming on top of the stack so that you can make a hole in the first one that the others can step onto it while also making sure you don't bomb through the wooden staircase, and finally with the two worker lemmings at the top to platform and build at about the same time so that you can catch the builder with a stacker and also allow the crowd to step up the wooden staircase to get the button while also building in such a way so that you seal off the gap to temporarily contain the crowd and then find the pixel precise bomber placement to allow you to take away that one pixel to free the crowd.
Also the level title is a bit of a hint to the solution, where it refers to how the bomber uses here all blow up the terrain added by the constructive skills. Granted, you could blow up some of the terrain as well if you want to in some cases, like with the platformer over the exit, but all bombers used here do blow up the terrain from the construction skills

I do apologize for the pixel precision on some of the skill assignments, in particular the stack on the far right and the construction work at the top of the level, but honestly I don't think there's a better way to enforce the tricks otherwise.
R2 - Your solution was already 100% intended from the previous version, but the reason for the change was to fix a very glaring backroute found by eric that allowed you to send several lemmings past the zapper trap, therefore allowing you to save and finish with a lot of time to spare. I hope the steel on the thin pole is still noticeable, as I realize that it can be a bit hard to make out. Once again,
thank you so much for your tip on how to make thinner steel pieces! 
R3 - Your solution is essentially intended, with the only minor thing that isn't intended is the use of the bomber to avoid the trap. I could maybe make some changes to enforce the solution I had in mind better, but I'm quite on the fence about it here and is probably a very big nitpick on my part if I do make an update. I'll think about it, but if I do release an update that's really the only skill assignment you need to tweak in that area. There will probably be one other change I'll make that won't affect the solution as well, so I'll likely release an update after all, but I'll do it when I'm good and ready.
I do apologize for not being more original with my R3. As you can probably guess from the level title, this is inspired by Mayhem 3 of L1, only I took things further and made the solution a bit harder and also uses the two new skills added to stable NL, the slider and the laser. So really, this was just my attempt at another 1-of-everything (the other one of mine that's this type of level was "Cross into the light, my lems" from LDC 23) that is a "It's hero time!" type level, meaning the only reason for the 1 minute time limit is simply due to it being a characteristic of that level

This was the only kind of level I could think of for weeks, and I tried my best to come up with some other level for R3, but nope, I had nothing else in mind.
Regarding the traps, are you saying that the idle animation is a few frames too short? Or the killing animation? Of course, credit goes to TTW for the secondary animations for them, as I didn't change anything here with the triggers. In the process of updating my R3, I've also noticed that the trap triggers are different widths and heights as well. I definitely could enforce the solution better if I had used the small square trapdoor trap instead of the cannibal one, but it still would had required burying the trigger very deeply into the terrain (though not as much as the latter) and would had made it not look as nice IMO.
As usual, I can't thank you enough for playing my levels and the very useful feedback as always!

I'm always constantly looking to improve my levels in any way possible, especially the visuals, and all your feedback has proven to be very valuable with helping me improve

Also, as mentioned in the LDC Compilation topic, like you, I can definitely see the huge improvement in the visual department in my more recent levels!
