In the current any% route, there are two times where you enter Dawnvessel from the main menu: once after skipping the Sunfish cutscene, and once after skipping the Wind cutscene. When entering the stage, you sometimes fly into the perch, which pulls you out of the cutscene early and saves 7 seconds on the spot. However, it doesn't seem like you can control whether you fly into the perch or not. After almost an hour of testing, it seems completely random, with about a 1/3 chance that you'll get in the perch.
HOWEVER, on PC, if you click off the game, the game freezes until you refocus on the window. This is usually a useless and annoying mechanic, but while experimenting with the perch, I discovered that if you click off the screen for about half a second at the very end of the loading phase (when the screen is solid blue and you are about to enter the stage), then for some reason you fly in a completely different direction than usual, DIRECTLY TOWARD THE CENTER OF DAWNVESSEL, which is where the Wind is located.
TLDR: The optimal strategy is to use the click-off technique the first time you reenter Dawnvessel, since you will fly straight to the Wind. The second time you reenter Dawnvessel, you can choose to either click off for a safe strategy that loses approximately 3 seconds, or you can gamble on the 1/3 chance that you'll fly into the perch for no time loss. If you miss the perch, it's a 7 second time loss and it's best to reset.
This trick requires you to use the Woodwind airframe. You can switch airframes through the pause menu.
When you're in the main room in duskprism, the one with the flowers and cores, fly into the fog and die (the trick will be faster if you die opposite a flower because then it will spawn you near the flower). As soon as you die, brake by pulling the right analog stick back. When you spawn, you will be out of bounds. Easy! For the first pillar, the one with the big box-like machine, you can't skip everything, you still need to complete the room with the box. However, you do get to skip the other tunnels and the room with three switches, which is nice. For the second pillar, I'm still not entirely sure how much you can skip. I suspect you can skip the first 6 switches, then do the rest and exit the room. For the third pillar, Vega already found an OOB glitch, so you can choose whichever one you like (his is probably faster because you don't have to die)
In Narrow Sky, when you need to free the three birds, usually you have to fly into the water on the opposite side of the map and chop down the plants then break through the cap. However, it's possible to crash into the cap holding the birds in (the big round grey thing) from the outside in such a way that it will break through the wall, skipping all that other stuff. I don't yet know how hard this is or how much time it saves, but it's definitely way faster than the intended route.
Edit: This might be possible in other parts of the run too, where the devs didn't forget the collision but it's possible to crash into it just far enough to trigger the next section, so keep an eye out for more tricks like this. Later today I'm going to investigate if it's possible to skip the final section with the blue balls and just break the barrier through the wall. (Edit again: I don't think it's possible. The wall seems too thick, but there's still a chance one part of it is thin enough.)
I'm going to the United States for the summer, and I can't bring my Playstation with me. So, I'm afraid I won't be able to run InnerSpace until August.