As reigning King of Shimmiers, my vote is clear.

I’m sorry for potentially having created additional workload for you, WillLem.

However, if there is popular demand for the Ladderer being a 45° slope, then it would be more efficient to change the behaviour now than at some undefined later point in time. The programming effort would be the same, but if a majority of players end up being in favour of this, and we change it later, chances are higher that it will additionally affect existing levels.
Of course, that depends on whether SuperLemmix will be considered “stable” at that point or not. Then again, Mike is already maintaining a SuperLemmix version of his pack, as it seems. So I guess the transition from SuperLemmix being “in development” to being treated as “stable” by at least some players / level designers is going to be gradual.
Also, thanks to jkapp76 for discovering that most Jacob’s Ladders are indeed straight lines at the end of “unfolding”!

That way, we can indeed keep the name “Ladderer”. Now the question is just about game-mechanical use.
Another argument in favour of the slope, which has nothing to do with Shimmiers, is the ease with which lemmings can walk through the staircase from the opposite side. With Builders, this is something we treat as a given — and we actively have to use three-Builder walls to stop it.
With the Ladderer, if the staircase is angular, it should basically never be possible for a lemming to pass through the staircase from the other side, because the lemming will always run against a vertical brick and turn around. If you then have to bash through the ladder to let the crowd on the other side, you need to reseal that gap again with a Builder. Which kind of defeats the purpose of the Ladderer. It should be possible to e.g. only provide Ladderers on a given level, without always having to provide additional Builders and Bashers, just in case some lemming gets stuck on the other side.
The Cloner example in the video doesn’t test this, because for the one staircase where a lemming does pass through from underneath, there is actually another vertical step right before slipping through the terrain. Meaning, the vertical height he then has to overcome in order to slip through the staircase is just one pixel — not the standard brick height of a vertical Ladderer brick. Normally, the vertical height of the bricks seems to be at least two pixels? I don’t know how lemmings behave, then, if there is also a “ceiling” (=a horizontal brick) above that vertical brick.
Perhaps it is indeed possible for lemmings to slip through the angular ladder — of course, I haven’t been able to test this myself yet.

Even then, though, I’d argue this would be confusing for the player.
Because there are lots of cases where horizontal terrain on top of vertical terrain means lemmings won’t be able to pass through that (such terrain configurations normally also stop Climbers). And then, there’s these weird fringe situations, in which the lemming only has to overcome one pixel or so, or in which Climbers can climb up a wall despite that wall having 1 pixel of protruding terrain. (For example, Climbers climbing through the wooden staircases in the Pillar tileset if you put a slight vertical dent into them from above.)
In short: The ladder at least
looks like it should never be possible to pass through it from the other side (especially on flat ground, rather than from below, as in the Cloner example in the video).
Even if it is possible to pass through the angular staircase from the other side, I’d argue it’s not what the player would expect. Hence, such player confusion should be avoided, if possible.In contrast, if the ladder is a slope / ramp, lemmings will clearly be able to pass through it from below, just like with a Builder staircase, and then continue to walk on top of it. This would eliminate the nuisance of lemmings constantly getting stuck on the other side of the ladder (which is something that can already happen easily with Stackers).
There are also plenty of levels where such slopes are part of the terrain, of course (think of the blue lines in the Crystal tileset). The ladder would then behave the same way.
Hence, it would be consistent with player experience from regular terrain, and therefore also consistent with player expectations.