Yeah, I think you split the runs up correctly. I wouldn't consider rolling down the wall to be "void rolling" since you don't load into a new area, as you said. As far as I can tell, if there's no mace-spin loading time then it certainly isn't.
There are some slightly more questionable places; for instance, if you roll away from the tree early, you can skip part of the ledges that follow. Is this a void roll? There is mace-spin so I think I'd err on the side of yes, but there may be places where mace-spin is coincidental and doesn't necessarily indicate a new zone.
Other than that, as far as practical concerns go, rolling down the wall is easy, consistent, and fun, so I don't think there's a need to separate it. Thanks for the new category :)
+1 to splitting other runs out into a separate category for more fun
For naming this trick, I think "void rolling" is fine. "Roll warping" is a highly presumptuous name with no ground to stand on. Only an absolute dork would try calling it that
- I'll have you know that garshasp is a really good game
We have four runs on the board with minutes between them; once discrepancies in loading times become the discerning factor between runs, maybe it will be worth it. Even then, though, loading times (other than game start) aren't very high in variance or even that frequent, right? It seems like more clerical work to track this without much gain.
Which loading zones are you concerned about? Here are the ones that come to mind: Game start — Sometimes a couple seconds, sometimes more. If you get a bad load here, you can reset. A lot of the weird stuff here happens outside of mace-spin Goblin roofs — If you do the walk-off strat here, you hit a several-second loading zone. There's a perfectly good way to avoid it, which is to jump on the rest of the roofs in a deev-approved fashion Yella fella skip — A few seconds when you jump while the game loads under you, but the time here feels pretty consistent (anecdotally)