I really admire the amount of work you put into this list.
And as much as I hate to be that guy, I'm afraid I'm going to have to be one of the first to say that I have significant doubts if this information is particularly useful for anyone other than beginners, and even then, it may even harm their ability to get better at playing Dominion if they take it too much to heart.
To begin with, playing a few sample games, either IRL or on-line, really isn't helpful. You should have started with the simulators from day one. In fact, the simulators show that some extremely naive old-school strategies are competitive with some of the combos you list here. Double-Jack gets to four Provinces at turn 12-13, and no one plays double-Jack these days. There is already an extensive discussion of Counting House-Travelling Fair, complete with detailed statistics and simulator results demonstrating its effectiveness; that's a real combo. Many of the items on your list are not, and should not be used as a benchmark for anything.
For example, I refuse to believe that the Jack/Bonfire "combo" is a real thing. Bonfire is a very good copper thinner, and its presence in a kingdom is often going to mean that an engine is viable. The fact that you won a single game against an engine player is virtually meaningless. Jack/Bonfire as you describe it is a trashing/money strategy, and that is known to be extremely weak, for the exact reason you list: It hates greening. There's even a whole thread, started by a relatively new player quite some time ago, describing Chapel/Money as a strategy, because that player had just discovered the incredible power of deck thinning. But this player was simply thinning and buying Gold, which seems powerful until you buy green. Experienced players jumped into that thread and explained the situation, including simulator results and statistics outlining the damage greening does after thinning, which is why flooding beats thinning in the absence of mitigating actions.
I don't really mean to be critical; it's just that this thread looks like it has a lot of information, and if anything, I want to warn newer players against taking too much from it. If a player sees Forager and Highway in the kingdom, if their first thought is "combo" and thinking about this list, they're going to lose a lot of games. Highway is a spectacularly game-warping card, and yes, it likes trashing and +buy to enable the megaturn, but Forager is possibly the worst example of both. The same goes for Ferry: If a player sees Ferry with any of the combos you list and "recognizes" something from this list and acts on it, they're going to lose a lot of games. Ferry is another spectacularly game-warping card-shaped object and there's almost always something better to do with it. And look at poor Fishing Village/Wharf. 13-14 turns to 4 Provinces? Two of the most powerful engine cards in the game, and this list makes them look weaker than Jack/Bonfire? I can't accept those results.
Here's a reality check:
Most beginners play engines, and they're really bad at it. Chaining together actions is fun, and money is boring. Testing any of these combos against bad engine building isn't helpful. Optimized engine building is extremely tricky, but is the ultimate test of Dominion skill.
I've learned a lot about playing properly by reading this forum. Learning to think in terms of shuffles instead of turns. Triggering shuffles, gains missing the shuffle, the importance of cycling and whether it makes certain cards more or less powerful, careful management of economy, principles of exponential growth in engine building, building engines for overdraws depending on the presence of sifting...not to mention the various effects of discard/junking attacks and how they determine whether the game is going to end on piles or not. Then there's pile control. The list of important play principles goes on and on.
Look at the game reports thread and how people analyze a kingdom, or how some players will experiment with a kingdom and try some alternate strategies. "Combos" almost never appear; What I was saying originally about the danger of attempting to analyze combos in a vacuum still applies: With very few exceptions, it's not useful information, and can actually be detrimental to player advancement if taken too seriously.
Card interactions are unquestionably important. It's just that their role in decision making can't and shouldn't be oversimplified into a combo speed chart. If you see Tunnel with a discarder, your question should never be "how fast can those two cards get to 4 Provinces by themselves." It should be whether or not there are cards that allow you to intentionally collide the tunnel and the discarder, when you should buy Tunnel (on what shuffle) whether the cycling is good enough to buy Tunnel and use "free" gold as economy, skipping Silver in the process, whether that economy is going to be used in an engine or money strategy, and whether the engine is going to support single buys, double buys, or a mega turn. Buying a bunch of Tunnels and a bunch of one other card is almost never going to be the answer, and information about how fast Tunnel/whatever gets to 4 Provinces simply isn't useful in answering the questions you need answered.
Bottom line: This thread is named "relative strengths of 2-card combos." I do not believe that what you have posted so far actually represents the relative strengths of these combinations of cards when they're used optimally.