Is the Death Necklace strat intended to replace the gold glitch? If so, then you'd have to do without the Full Plate until level 9 or 10, which means no Rimuldar grinding until then... you could try grinding there, but it's extremely risky until the critters there are in the safe zone. My segment had a >50% mortality rate at level 7 there, for instance. And it seems rather likely that eight levels of less optimal grinding around Kol would lose all the time you gained from skipping the gold glitch.
Regarding the spreadsheet, it's too rudimentary at the moment to be useful for drawing conclusions. Here are some things that stood out to me on looking it over: whatever the basis for the "Heal time" column, it's the same between levels sixteen and seventeen, even though you only have Healmore for the latter; the "Heal time" column sometimes becomes negative, but is still added to the total time; for Starwyverns and Werewolves, the "HP lost" column drops drastically between levels sixteen and seventeen, even though the average numbers of turns is constant (no strength gain) and neither creature moves into the safe zone at that level; the "Total: fight" calculation has a typical fight (with no ambush) having the monster take one more turn than the player, when it should be the opposite. The spreadsheet would need much improvement before you could start relying on it.
Anyway, you can rule out Zone 17 pretty quickly. No monster there is in the safe zone, so you'd be losing ~40 HP per battle, and regaining ~16 between battles. So you'd only be able to go three or four battles between Healmores, taking about a minute per Healmore (there's no convenient desert zone for healing). This is neglecting herbs, but they're weak in comparison. So in roughly ten minutes, you'd have to leave the dungeon to heal. The trip to Charlock's basement takes about four minutes. So, being generous, that's three extra trips to Charlock, since after all you'd have to heal one more time before attempting the Dragonlord. Taking the 140 XP/min from your spreadsheet for granted, that's ~22 minutes of grinding plus ~12 minutes of walking, for ~34 minutes to level, compared to the ~25 minutes that seems typical in the Hauksness desert. And it would probably take more than three trips, since you probably wouldn't be crazy enough to only heal at ~25 HP.
I do appreciate any attempts to make the speedrun more rigorous, though, so hopefully my objections won't be too discouraging.
Regarding the spreadsheet, it's too rudimentary at the moment to be useful for drawing conclusions. Here are some things that stood out to me on looking it over: whatever the basis for the "Heal time" column, it's the same between levels sixteen and seventeen, even though you only have Healmore for the latter; the "Heal time" column sometimes becomes negative, but is still added to the total time; for Starwyverns and Werewolves, the "HP lost" column drops drastically between levels sixteen and seventeen, even though the average numbers of turns is constant (no strength gain) and neither creature moves into the safe zone at that level; the "Total: fight" calculation has a typical fight (with no ambush) having the monster take one more turn than the player, when it should be the opposite. The spreadsheet would need much improvement before you could start relying on it.
Anyway, you can rule out Zone 17 pretty quickly. No monster there is in the safe zone, so you'd be losing ~40 HP per battle, and regaining ~16 between battles. So you'd only be able to go three or four battles between Healmores, taking about a minute per Healmore (there's no convenient desert zone for healing). This is neglecting herbs, but they're weak in comparison. So in roughly ten minutes, you'd have to leave the dungeon to heal. The trip to Charlock's basement takes about four minutes. So, being generous, that's three extra trips to Charlock, since after all you'd have to heal one more time before attempting the Dragonlord. Taking the 140 XP/min from your spreadsheet for granted, that's ~22 minutes of grinding plus ~12 minutes of walking, for ~34 minutes to level, compared to the ~25 minutes that seems typical in the Hauksness desert. And it would probably take more than three trips, since you probably wouldn't be crazy enough to only heal at ~25 HP.
I do appreciate any attempts to make the speedrun more rigorous, though, so hopefully my objections won't be too discouraging.