Nice. Are you sure the "Extremely Fast Run Speed" code works properly ? I mean, we had a lot of problem with that game (for the [U] region) because it was using "pointers in pointers", and anything in the high area of the ram (0x02180000+?) was different for each level, and for each game.
Btw, don't take it wrong at all, but I have a small remark about your pad activators... You see, the 16-bits value at the pad register, 0x04000130, is actually a 10-bits value. Bits 11~16 are unused, and zeroed. Which means these bits are useless, and should not be taken in count.
So 94000130 ddde0000 and 94000130 eeee0000 "look" a bit strange (it actually gives the feeling - at least to me - you're not confident in what you're doing ; unless you're "marking" your code, in case some copy/paste them you'll be sure they would have been "stolen", as noone will ever use that kind of values for an activator).
Usually "we" choose to make the AR just ignore these bits (your codes would then be 94000130 FDDE0000 and 94000130 FEEE0000 ; Parasyte explained how to do it
here).