Weeell.. marvel's telesmiter guide from 6 years ago almost completely covers everything you wrote cept for some hybrids and misc equipment, it also mentions more tricks and ''more advanced'' tactics than you came up with.
Your gear choices are kind of ok (you didnt include 125 fcr eq which is kind of what makes smite vs nec a better matchup than ever before, plus 75 fcr Lo+wisp cbf setup is possible with exile making it a much better build for 90% of the duels than the builds with spirit shield assuming LT is gm, and considering how easily you can get hybrid rws nowadays)
Let's see the kinda lashed-together tactics section.
Quote (.)
1. Always protect ur own ass from enemy jumps, u can just smite ur own knee and people who jump u will be smited. Remember that charge can make u selfsync and people can jump u without u reaching them with smite.
2. Charge out of stuns, or smite urself depending on situation. U can smite in leap or mindblast stun. Just dont walk meanwhile if hammers etc wanna jump u.
3. Lock people with smite, throwlock for chain them, or foh then jump. Place mouse pointer on urself(knees) after jump to re-namelock.
4. Timing is important, u can almsot always do a successfull jump on a hammerdin, if u got 75fcr and time it correctly. Jump right after he tele and ur oak will block his first hammer, and ur smite stun and dmg after. Leave and do new jump if ur not able to finnish him at jump, something u rarely are after first jump without stucked enemy or amp. Time the same way vs people with summons to avoid hitting theyre summons, jump right after theyre tele, be aware that if he is close to obstacles u may hit summons instead, but u can also be lucky to trap enemy in smitebash then.
5. Use the the envoirement, bushes, walls, swamps, rocks or whatever to get enemy stucked in ur smite. Never protect urself vs hammers to close to a obstacle, if ur not able to knockback him away from u he will hit u.
6. When people are stunned from smite(got swirl over head) then foh them and jump right after and theyre stunned, u can counter desync walk and enemies general fleeing/attacks this way. To do this quick enought u must fast throwlock after foh, if ur to slow or to fast it will fail and u will get an delay after foh. This timing depends a lot on fcr, 75fcr is harder to do this than 48 and 125fcr.
7. Use zeal in combination with exile vs dudus if ur low lifed. Can be good in other situations also.
8. If a hammer defwhore, foh him until he need to jump u, if he is defensive with tele instead of desync charge then jump him.
9. After 2-3 smites enemies will often be out of ur range, then u can either charge them, foh stun them, flee and w8 for better attempt or rejump, or telebelow and zeal. Depending on situation.
10. In tvt, its usually a good idea to take out baba meanwhile he leaps, make a charge to get rid of some stun, tele and smite him in his leap, if he is amped he usually go down on first try
11. Be carefull at jumping people espesially hammers in multi/traps etc wich will remove ur oak and make u take a lot of dmg instead.
Shift smiting and foh-tele-smiting are basically the only two techniques you have mentioned, also sup with the ''vs Hammerdin'' description for the entire tactics chapter.
You forgot c/ting, skillbugging, double-tele chaining, charge-out reteles, prediction smiting (jumping in the path of synching or southrunning chars), team-nl, and several other techniques being common today.
You should also have recorded 1v1 duels against various chars and team duels with different team setups to show the gameplay. I dont really want to focus on your spelling but, quite some mistakes aswell.
no offense, its just constructive criticism