Well, I'd advice reading the Tips & Tricks I've posted.
Most of them might be known around, but I am not sure if all are known.
I did read over your posts. You keep saying I should; I read it before I replied the first time. It's an excellent collection of tips/tricks. I'm just not convinced it would be enough. 40 years is a
really short time-window.
If you really want my detailed take on it...
Marriage - pretty much the right advice.
Education - I disagree with your advice about not educating your heirs yourself. The AI makes so many
stupid choice about what traits to give wards. You also seem to disagree with your advice, so I'm not sure why it's still in there. The #1 priority in education, to my mind, is always educating two people yourself. Heirs and spares get all the good rulership traits. Third sons you might choose to give things like Content, Slothful, Gluttonous... anything to make them less attractive choices for a succession crisis. Or, if your heir is good enough you're confident in the succession anyways, you could give the third son traits tailored towards hopefully filling a role on your council, or just generally good stewardship traits to make them a vassal.
Administration - I never knew you can create vassals by right-clicking holdings. Probably won't be using it (I'd rather invite nobles and look at their stats first), but glad to learn something new. Otherwise, your advice is perfect... if headache-inducing (lots of clicking, lots of micromanagement).
Assassination - Marrying courtiers just to get an assassin in is brilliant. And I'd never even considered it. I will definitely be using this. Otherwise, all good advice.
Pope - I note you don't mention banking invasion CBs. This is one of my preferred tricks for fast early expansion if I can do it - get 1k piety or more, queue up 2-3 invasion CBs while small, then knock them all off in order. If your ruler dies or the target ruler dies before you can finish that invasion CB it's wasted of course... but it can let you get invasions on multiple realms all only slightly larger than you.
Making Gold - Banishment can be an option at times as well - it's a hefty penalty to relations, so it's not something I would do until and unless I was ready to banish
all my Count+ vassals. Then you invite new people to your court and hand out all those titles to new rulers. Late-game, I wouldn't do it - you'd have to banish a lot of claimants you were interested in too, and it would be a mess. But early-game... if you get a high starting intrigue, good starting spymaster, and good starting martial, you can imprison-banish your way through a duchy or two fairly readily.
CBs - again, I'm not convinced Holy War would be the best for a record attempt. You get a bunch of land, but you also get long delays before that land starts contributing tax and manpower; you also don't get new (wealthy) vassals you can imprison and ransom or banish. It's certainly a nice CB and has it's uses, but it's not always the best.
Demesne - "Late game, your capital's importance lies in its"... what? Otherwise, all agreed.
Technology - Legalism matters early. Military Organization matters late. If you're trying for a fast WC, nothing else matters at all. Move capital as necessary. Basically more emphasis on what you were already leaning towards.
Vassals - Agreed.
Building Army - you don't discuss
which mercenaries to use. They are not all created equal; in fact, there can be
significant differences in their strength from band to band. The Swiss Band is hands-down my favorite 9 games out of 10 - just 75 gold to raise, and they're a very strong unit mix. Also, the holy order upkeep exploit was patched a while ago. If you're in an offensive religious war, you pay holy order upkeep. Period. Doesn't matter if you're also in a defensive one.
Retinues - there's been a lot of talk on this forum about how to fill and use your retinue. You might want to browse some of those threads if you can find them; your advice unfortunately just isn't that reliable. Archers/light infantry cost 1 maintenance and eat 1 retinue cap; heavy infantry / pikes / light cavalry / horse archers are 2 maintenance and 2 retinue cap; heavy cavalry are 4 maintenance and 4 supply cap. What sort of retinue you want will vary depending on whether you're using them primarily to assault holdings or to fight other armies - if the former, you mostly care about their skirmish stats; if the latter, melee stats can also be important. The retinue subunits you describe... I can't match up with any actual ones that exist in the game.
Logistics - this is good advice. I've been mentally wondering if sometimes you might actually raise levies close to the front faster by handing out new county titles to large vassals far to your rear (e.g., make someone King of Norway, then hand them out one county in Sicily if your fighting is all against Africa). I don't know if this would work; haven't gotten around to trying it.
Attrition - your advice is good; you can be more specific about how the supply limit will change if you want to take the trouble to do some math, but I never bother to. 100 heavy cavalry, 400 LC does not really have the strength of 1200 men. They consume the
retinue cap of 1200, but that's a very different thing than actually having the "strength" of 1200. Generally speaking, heavy cavalry are kings for efficient use of supply for the purpose of winning battles; horse archers are best for efficient use of supply for assaulting castle purposes. If you're Greek, just spam Cataphract retinues.
Conquering - cutting the connection between belligerents is a rather clever idea I hadn't considered. As has been discussed, 1.092 made truce-breaking a little harsher. Good tricks otherwise.
Conquering by inheritance - Agreed, strong options.
Combat - auto-balance is rarely the best choice. In particular - if you have one general who is significantly better than the alternatives, you should just group every unit under that one general and leave the other two flanks empty. The extra 30% flanking damage is
almost entirely offset by the fact that you'll rout the middle flank much earlier in the fight. Also, you should never mix your retinue in with mercenaries and levies if it's strong enough to hold a flank by itself - it's biggest strength is that it is very specialized so combat tactics give it a
huge boost, and you waste that if you mix them in with other units. Selecting the right general and terrain is a big topic, but there's a lot more to it than you discuss here. There's some good threads on the forum regarding this. I generally find myself now able to take on armies somewhat larger than I used to, and I'm
much more accurate in judging how strong my army really is without just looking at the total number of troops.
Regarding assaults, the first rule of thumb: Be much more eager to assault castles and bishoprics than cities. Cities tend to have very strong skirmish-stage units, which means they're actually
harder to take (at equal size garrisons). Pair that with the fact that they lose morale much faster to regular sieges, and it's pretty clear - castles need to die, cities you can often wait out. Second rule of thumb: at least an 8-to-1 numerical edge. They do 15x damage and take 0.6x damage, so if you outnumber them 5-to-1 you expect a draw (could go either way). If you get up to an 8-to-1 edge, you can pretty much count on winning, but may take serious casualties (not always a bad thing, if using mercenaries). 15-to-1 or better is nice if you can get it. If you can't manage 8-to-1, instead split your army 5 or 6 ways instead and simultaneously siege out a half-dozen counties.
Sieges tend not to be worth the gold cost of levies + mercenaries - they earn a little, but not enough most of the time. So I generally am happy to take peace. The exception is when using something like an Invasion CB - if you
control a non de-jure holding in the title you're going for, you'll get it thrown in (e.g., suppose England owns Apulia, and you launch an invasion of England. If you accept a peace while Apulia is still under their control, you won't get it. But if you siege out each county in Apulia before accepting peace, Apulia gets thrown in).
Holding distribution - Good advice.
Laws - the other thing to note about Cognatic succession is that
if you can manage to breed Attractive into your line, Attractive female rulers will get +30 relations with all their male vassals. This can be... quite significant. CA is complicated. Low is a must; Medium is almost a must (free infidel revocation has so many uses). If you're going to high, you should go all the way to Absolute; in this case, you're relying on the 75% minimum levy set by CA - it often leads to larger levies, but can also cause more fractious vassals due to the opinion penalty. Theocratic Dukes/Kings can help get around this drawback.
Tanistry is my personal choice for strongest succession law, but you have to be a Celtic culture to select it. Otherwise... Seniority has real benefits, as does Elective or Primo. I would have no confidence in picking any of those three as best for a WC game.
Titles - remember that just because you switch titles doesn't make the other title's laws not exist. If you have a High CA title and an Autonomous Vassals title, your High CA de jure vassals are going to be pissed at you even if your primary title is the Autonomous Vassals one.
Council - be sure to have the Marshal suppressing revolts in your capital, and "invite" your potential prison victims to a spot on your council long enough to make them show up in your capital before you imprison them. Early game, best place for a Chancellor is Rome. Mid-game and late-game... hopefully you vassalized the Pope so all those Catholic bishops are paying taxes indirectly to you.
Piety - another point. If for some reason you find yourself at least 10 above your demesne limit, you can buy an indulgence from the Pope for 25 gold. That gives you 25 piety,
and +10 relations with the Pope for a few years (that +10 relations can stack, by the way). If you are at or below demesne limit, the scaled wealth cost means it isn't generally worth it. Incidentally, any time you find yourself 10 over demesne limit is also a good time to consider spamming the intrigue invitation decisions to fill up your court with high-trait people for marriages, education, and council positions.
Heretics - You shouldn't get the gold of a heretic within your realm from declaring war. You need to actually imprison + banish them to get their gold. Which can be a painful tyranny penalty sometimes; at least the imprison is no tyranny penalty if they're heretic.
Factions - I had never considered a never-ending 1-Count independence war. That's... somewhat hilarious.
Overall - a good set of tools to have available. Many of them are too much management, or just too cheap, so I tend to avoid them... but it's good to know them. I just don't think, starting as a 1-duchy Duke, you could get a 40-year WC this way. Maybe if you reloaded saves heavily to make sure you got good assassination events and your ruler died at a convenient time. But I'm willing to be proved wrong, if you're convinced otherwise and want to give it a shot.