I'm assuming you'd like some pointers like you did for Tower of Hera? Here's what I could think of:
1. Grab a pot in the first room and throw it on the right switch in the second instead of using a bomb. This allows you to save some energy, which you'll be using to put a bomb right at the start of the next room, which will take care of 2 antifairies. (The fire bubbles) All 3 might be possible? I don't know, never really tried.
2. Definitely learn the sequence break of 2F, the one using an Armos statue near the Big Key chest to push you onto a ledge. This will by far save you the most time in this dungeon, and it will also remove all the difficulties you have with the 10 antifairies room, because you won't have to do it anymore.
3. Ideally, you wouldn't have the Hookshot at that point in the game (slightly faster to get it later on, when you get Fire Ice and Sand Rods), so grabbing both small keys of 2F using the Tornado Rod instead of the Hookshot would be better. Also, it lets you enter the dungeon with Tornado Rod and Bombs equipped, and keep those all the way until the end.
4. In the room where you activate the fan that takes Link from 2F to 3F (Around 3:41 in your video), you don't have to take that moving platform to reach the fan. You can either go back the way you came, and take the doorway just south of that one, or you can also do a Dash Slide from the correct spot to get over the void gap and get to the fan directly.
5. 3F will be pretty much completely skipped once you learn the sequence break near the Big Key.
6. In the final room before the boss. When you enter it, do not move. Wait until the first moving platform reaches all the way south and do a Dash Slide. That will take you directly to the second platform, saving a cycle in the process.
7. Your boss strategy seems good. Just learn to read his bouncing pattern and you'll cut your time pretty easily. Also, know that, after "killing" all his disks on phase 2 and 3, you don't have to wait that long before using the Tornado Rod. Stand near the outer radius of his "air attack" and use Rod. He will move under you almost right away.
Finally, you might be interested in these 2 pages of the website, to further help you with this dungeon:
House Of Gales and
Dash Slide.
If you are going to use the spin attack strategy, you should do 3 spin attacks first, then the final hit with a normal slash. It's easier than slashing first or arrow strats.
Single slash at the start allows you to just walk up to Moldorm's tail and deal damage before it moves away. I'm not sure if it's possible to be fast enough with a spin attack. The Bow seems ideal for the first hit, as long as you know the correct position and timing for the shot.