On a personal note, avoid clicking your tongue during narration, it's really silly and distracting.

Like you said, the narration is not very clear to begin with.
Now, to business. I liked the fact you intend to differentiate between stages. IMHO the base should react to game changes, including stage but also whether you are attacking or defending and sometimes even to particular situations.
For instance, you have tubes or trappers in a certain floor alcove in the alien base on ATCS and the humans catch on and take them out, then die or go away. When they come back they will expect you to rebuild in the same spot, so don't, change things around to catch them by surprise.
Tremulous Base Building Tutorial - Humans and Aliens on ATCS
http://www.youtube.com/watch?v=OrOQsw8E064
The human base was good, but the manner in which is was built doesn't take real game conditions into account. At some point you had no turrets anywhere, for example.

The RC move should be the first move. The 2nd move should be to place 2-3 turrets near the nodes, just in case started out badly and you get a very early visit from a goon. My 3rd move is to place an extra turret at the tunnel, to gain some time.
Then you can start rearranging stuff inside the base, but pay extra attention to nodes. You did say that you should not decon something without a replacement already in place (arm, medi) but same goes for nodes, it's simply unacceptable to have just 1 node at any time (unless you're running for your life from a winning alien team). So my 4th move would be to build a 3rd node,
then start rearranging.
In real game conditions all these things take 2-3 minutes so it helps a lot to have 2-3 builders doing these things with a rifleman keeping an eye out for dretches that make it past the entrance turrets. Also prevents early goon/basi visits, since nobody's going out to feed the dretches.
Now for aliens.
The anti-barricade advice is generally good, but keep in mind that one barricade in a strategic spot can gain you some time or a bit of extra protection.
The tubes in the floor alcoves can be made useful if you move them back into the alcoves so humans need to come into range to shoot them. Also helps to put them on the ceiling of the alcove or the walls toward the entrace. In any case, I'd never completely decon all of them in the early minutes of S1, you're basically opening the entire floor to them.
Not a good idea to cluster structures together, makes them vulnerable to grenades. Granted, we're talking S1, when there are no nades available, but in practice once you've placed the OM and 2 eggs near it you won't always have the time to relocate them later. Plus, it's just good practice to space stuff apart (as an alien builder).
I disagree with your placing of the tubes on the ramp leading to OM. Protecting the ramp is good, but they should be placed against the platform wall (you can squeeze as much as 3 of them there). If they're not behind the wall they can be shot from a distance.
Blocking the ramp completely is highly debatable. At S3 you should definitely not do it since you're blocking rants from defending the OM. At S1 you block the granger from accessing the platform (S1 granger can't jump very high and can't wallwalk). There is a way of placing them just right so that S1 granger can jump them but it's tricky. Plus, if the ramp is blocked and humans see that they won't even try, they will just shoot at them.
In general, when placing tubes it's a good idea to make humans get close to the sap their HP, but not to give them extra incentive to destroy them. For instance, given a known human path, place the tubes apart all along it instead of blocking any particular point completely. You will eat at their HP gradually instead of forcing them to stop and destroy them. One tactic gives you dead humans, the other dead tubes.
Here's how I prefer to approach S1 alien base:
* Move OM.
* Place 2 tubes on the ramp leading to OM, under the lip of the OM platform.
* Place an egg near the opposite ramp in the corner, like you showed in video, to give you creep to cover the tunnel alcoves.
* Place 2-3 tubes in the tunnel alcove or 2 there and leave the default one at the tunnel (although its effect is feeble and it's better to move it around the alcove wall.
* Place a tube in front of the egg you placed previously.
* Now you can arrange the OM eggs better, but always do so by building one more then deconning another, so as to always have 3 of them working.
* You can place an extra egg behind the tubes in the tunnel alcove. It serves as backup creep provider, and also its creep will prevent humans from strafe jumping to the OM.
* You can take a couple of tubes from the floor alcoves and put them on the ring inner wall. S1 granger can place them on the wall because it's slated. Takes a bit of fiddling around. Will give the humans a nasty surprise but be ready for when they're destroyed.
* You can place a barricade in front of OM to prevent humans taking pot-shots at it. They probably don't do much damage, but it's really distracting for you team to hear "OM is under attack" over and over when in fact all that's happening is a human pinching her with a blaster. Let's keep that message for when things are seriously wrong, such as a human on the OM platform.
Will comment on the others later. Kudos for doing this in any case, it's a worthy effort.