Here are my votes. Had to make a new post instead of editing my previous one because the forums is being a big gay.
Best Run:
Group A: Strategy Climb & Carcaddy's Diamond Collection - Strategy Climb was just genius all around (that start oh my god) and Carcaddy's just because it looks like a total pain to pull off and it must've taken a lot of dedication.
Group B: Thief & Tornado Launch - Thief was not fun at all to run, especially with that part past the nukes with the clutch marble spin and gem grab. Tornado Launch because the edge hit looked so much better with the WRR atmosphere.
Group C: Nukesweeper & Nukesweeper Revisited - Both levels are terribly hard to speedrun and with the wall hits and edge hits and whatever the hell happened there, I'd never want to try and recreate that. Honorary vote for Quaked Path for the dedication.
Group Hug the Wall & Astroflight - The precision on Hug the Wall looks absolutely unfair the entire way through, and it's such a hard level to play in general. No comment on Astroflight other than the edge hit at the end being really satisfying.
Group E: Castle Wars! & Hazard Loop - Castle Wars just because of the finishing edge hit. The tweak that Regislian came up with to get the second gem was... genius. Oh my god.
Group F: The Ultimate Friction Challenge & Rolling to Eternity - I never thought Rolling Eternity could be finished without the time restarting as well as the catch was unbelievably. The Ultimate Friction Challenge... speechless. Kalle absolutely screwed that level so hard.
Group G: Trigonemetry & Battlecube Finale - Trigonometry does not look fun in the slightest to recreate and Battlecube Finale just because it's Battlecube Finale. No one likes it because it sucks. (Third place to Keep on Rollin' for the swag tweak.)
Group H: Daedal Helix & Space Station - This run would've been perfect if Lee did an edge hit after flipping the gravity towards the end, hopefully getting a sub-30 time. Other than that, the Force Havoc Zone was done scaringly well. Space Station had my jaw to the floor from start to finish. Everything was god-tier.
Group I: Don't Jump & Frictional Ascent - Don't Jump just sucks ass in general and I didn't think it would be beaten. The several tweaks on Frictional Ascent made the run so freaking good.
Group J: Bouncing Fun & Mastering the Marble - Bouncing Fun had some ridiculous optimization for how annoying of a level it is to play. Mastering the Marble doesn't look improvable by much at all and it looks really hard to pull off.
Group K: Arch Acropolis & Despair - I was really pleased to see that someone finally made a path to go with the faster route to the Time Travel. Despair because... yeah. That was impossible. (Third place goes to Platform Race 2 for the amazing traplaunch.)
Group L: Slip Up & Excalibur - Would've gone Teleport Training over Slip Up if Xedron's tweak had made it in. Excalibur just because of how hard it is to finish with the time stopped. And the clutch edge hit at the end.
Group M: Slowropes & Uphill Racing - Uphill Racing looks terrible to recreate. The time restarting at the end dropped the quality of the run though.
Here's why I picked Slowropes.
Group N: Ultimate Tree & Slope Madness - Ultimate Tree has always been a really hard level for me to get a really good time on and the ending trick with the Super Jump + Helicopter combo with the wall hit always looks super cool. Slope Madness had a really neat-looking path, especially with the pillar hit. (Treacherous Path might've knocked off either of these if the nuke hit was considerably more linear.)
Group O: Beach Party & Floor Climb - Each level had its own irresistibly sexy tweak. (Fighting Slopes for third because SIGN HIIIIIIIIT.)
Group P: Recoil Ultra Course & Getting Squeezed - Unfortunately not that good of a group. Recoil Ultra Course is a hard level to speedrun, more or less finish without the time restarting, AND with that good of a catch. Getting Squeezed is the least worst out of the remaining five because despite the unfortunately slow finish, the last traplaunch was gorgeous and I shocked myself when I was able to get the second-to-last traplaunch a cycle earlier.
Group Q: Stairmaster & Combo Course - Eguy told me on multiple occasions that Stairmaster was really hard to pull off and he doesn't think it's going to be beaten anytime soon, and I take his word for it. Combo Course was just god-tier. I had no idea sub-30 was possible.
Group R: Platform Mayhem & Double LoopLoop - Platform Mayhem speaks for itself. The several month-long wait was totally worth it. I picked Double LoopLoop (Double LolLol... lol jij joj etc) as my second choice just because of the number of tweaks Hitgod sneaked in here and there and because that finish was so freaking good, although give Trampoline Box and Ramp Launch the credit they deserve. One very clever path and another level optimized to hell with a freaking god-tier finish
Group S: Stamina & Newton Knew Best... - Frostfire's new Stamina path looks a lot harder to pull off than the traplaunch which really says something, because four edge hits in that small of a level is not fun. I picked Newton Knew Best because I can and it's totally that good.
Group T: Morph & Neon Tech - Morph is another example that unquestionably speaks for itself. Frostfire broke the living shit out of that level, and Xedron just did it better afterwards. I chose Neon Tech over Master the Super Jump (but MAN it was close) because of how difficult the run looks to pull off, especially after hPerks told me how close the time was to restarting. It's also simply a gorgeous path.
Group U: Gyrocopter Monster Course & Powerup Practice - First of all, Powerup Practice had a beautiful new path and it was executed really nicely as well so that wasn't a difficult choice to make. I picked Gyrocopter Monster Course over Bent Reality because of how hard it is to finish the level without the time restarting, and the beginning tweak was surprisingly simple and very satisfying despite the fact that Matan claims it can go a lot lower (if I remember correctly). I prefer the difficulty of the run over the wonderful sign hit in the Director's Cut level.
Group V: The Tale of the Tall Skyscraper & Cubed Maze - The Tale of The Tall Skyscraper doesn't need to be explained. Cubed Maze is just an absolutely bitch to play, more or less speedrun, and the beginning of Xedron's run on it is probably a meme now. (Michael's Adventure: MBP for third place because of the camera showboating at the end.
Group W: Sand Storm & Nuke Field - Both runs were incredibly solid so choosing these two wasn't very difficult, although those wall hits on Slippery Steps were really flashy. Props to Hitgod for that.
Group X: Battlecube & Frictional Battlecube - Also two very easy choices so I need not go into detail. Third place goes to Convoluted Helix.
Group Y: Battlecube Revisited - Of course three of the Battlecube levels, coincidentally the three that hPerks ran, all ended up on the backside of the list and somehow all ended up getting my vote. :thinking:
Best Path:
Group A: Space Station - Again, this run had my jaw to the floor all the way through. Very easy choice.
Group B: Morph - Talk about breaking the freaking level.
Group C: Arch Acropolis - Mastering the Marble would've undoubtedly been my pick if it saw the light of day for this rampage instead of the previous one. I'm so glad Regislian found this path for Arch Acropolis.
Group Frictional Battlecube - This is one of the few groups I had a hard time picking a single option for. As much as I like Strategy Climb for its wicked start and its admirable ending, my initial reaction on Frictional Battlecube left me thinking how the hell hPerks came up with that path because it looks like he randomly goes around the level picking gems and magically gets to the finish with all of them.
Group E: Powerup Practice - Daedal Helix wins this group if we're talking about optimization. Powerup Practice was the best new path in this group without question.
Group F: The Ultimate Friction Challenge! - It's a little weird that Getting Squeezed is more of a different path than The Ultimate Friction challenge is when they're compared to their respective WRR 2 runs, but I'm now really unsatisfied with Getting Squeezed after looking at it again, and the effort that Kalle put into The Ultimate Friction Challenge certainly can't be left without any credit.
Group G: Slope Madness - Easily the hardest group to choose from, but I'm happy with my final decision. In my eyes, Platform Mayhem wasn't enough of a new path when it comes to talking about the level as a whole. Stamina was ridiculously clever but not super exciting compared to the others. Master the Super Jump was flashy and optimized really well (good luck beating that one @everyone), but Slope Madness was amazing the whole way through.Very energetic and exciting, and it's got WTF moments all over the place. The dream of getting sub-1 has become a reality.
Group H: Battlecube - Each level in this group were really nice paths, but Battlecube tops this one. That was a fantastic way to end the beginner video and god, it looks hard to beat.