With the release of MK7 very close now, I'm anticipating there will be extremely large amounts of discussion involving the fastest routes and techniques for time trials, so a separate thread for all of this seems like a good idea.
I suppose we could already start debating on routes now from videos, even if it is a bit keen

Let's get posting!

Edit: Going to slowly make some progress on some general hints and tips for each course, but first I'll give a small overview on the tactics for this game.
General Hints and Tips for newcomers to the game!Turning when not drifting loses time, so do your best to align after releasing a miniturbo/shroom.
When hopping to start a drift, try and wait as long as possible before moving the circle-pad in the direction you want before landing again, because turning in the air slows you down quite significantly.
Edit: Note that is only when you don't have a boost.
Miniturbos in this game are mostly based on the amount of time that you're pointing the circle pad into the turn - if you plan to charge a red mt with a really wide turn, i.e. holding the circle-pad left when drifting right - you're going to be waiting a long time.
Tricks are now triggered when pressing the R button when in the air, low tricks are easy, just delay pressing the R button by a tiny amount.
For all GP/Online/TTs, it is advisable to collect as many coins as possible on the 1st/2nd lap.
The difference between having 3 and 4 coins can be barely noticeable, but difference between 3 and 10 coins is surprisingly large.
For the best character-vehicle-wheel combos, visit the WR thread.
(if you think I should add to/remove this section/make it the starting point for the Hints and Tips page for the pp, please let me know)
Mushroom CupToad CircuitThe best track in the game to get to grips with the driving mechanism, you'll want to turn slightly to the right at the start, and ideally wait until the end of the bridge until drifting - then collect 2 coins from each triplet, charging two red mts as you do so. Every lap, don't use the glider - it's slower. After charging a red mt in the tunnel, collect another 3 coins on the next turn, and then use the shroom in the sand-pipe area on the final turn.
Daisy HillsCan be a little tricky to collect 10 coins on this track. Start with a red mt first corner, then drift sideways into the first wooden log, hopefully collecting both coins if you're lucky, then collecting one coin from the other log. The shroom spot is the grassy section on the turn before the glider, taking the left route - hopping down here is faster. The glider can be a bit awkward, but it's fastest to dip down a bit immediately, then point up again to level out, and start drifting just before you land, and collecting 2 more coins on the last corner.
(Already at 2.8k characters. I suppose I should cut down on the amount I write for each course significantly, which I'll do soon)
Edit: Credit to Alaktorn
Waluigi PinballBD + Mushroom
1. press down ASAP at the glider, I do it from startboost; do a hop on the red zipper then hop again midair to trick
2. land flat, if you nosedive go back up; glider hop is faster but it’s hard to do
3. release the SMT as soon as you get it
4. stay close to the left, hop when you land then hop and delay the drift, turn left tightly and release ASAP
5. take the coin on the right at the zipper before U-turn
6. best way here is releasing SMT and getting a big jump off the zipper, but that’s a desperation move, normally just hold the SMT and stay as much to the left as possible, wait for the zipper to run out then hop to the left to release SMT and hop again into a drift while staying tight
7. before the finish line, ticking the wall should be done as nicely as possible, don’t drift left a ton and smash the wall, drift left enough to get a straight line going into the finish line, then press right to alleviate the impact when ticking, splits will be slower but your overall time faster
8. entering the pinball area: jumping out of the SMT early and aligning already from there saves a lot compared to just drifting down the downhill, releasing the SMT and steering to the right to realign. how to do this: release the SMT early and press right and hold down R until you get that weird movement in the air, you may also drift a little depending on your alignment
9. how I (try) to get the U-turn jump: hop once when you hit the zipper, then hop again as you land, all while pressing down the stick to get some air (but once I’m in the air I stop pressing down); for lap 2/3 I take the U-turn tight and press B, then right after release the SMT and do the same as lap 1 on the zipper etc.