I realize, however, that I haven't posted about two of the items on that list, despite having finished them a while ago. So this post will (briefly) remedy that.
This took longer than expected to finish, as I managed to run into a few world generation bugs along the way. Specifically, it turned out that my code for selecting gem/non-gem levels was modifying the wrong array, so worlds were being generated without very many (or sometimes any) non-gem zones. Fixing this revealed that that proportion of non-gem zones was too high, and so I adjusted further.
Once I got world generation working the way I wanted, trimming was relatively straightforward. I ended up going with the average score method outlined in this post.
After trimming, every zone appears in 15%-17% of 3-gem worlds; 36%-38% of 7-gem worlds; and 73%-75% of 14-gem worlds. This is about as even as I could have hoped for.
As planned, I re-wrote the script from the demo ("oracle") and added a new script ("sheriff") based on some ideas I had kicking around. Both are quite snappy -- I limited the number of lines in each scene to as close to bare minimum as I could.
I also, just today, finished a second editing pass; mainly for positioning. With this, I'm confident enough in the dialog to call it done.