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As far as installed worlds fixes, what this mostly accomplishes is to smooth out routing issues (like Sims U students going to the back of the Science Building before returning to the front to enter). There can also be some stuff going on in the background. I get pretty consistent lag at around 3am and again around 5am. This is because those are the times is when ErrorTrap and Overwatch do their cleanup stuff and also when the game updates a bunch of objects (like updating harvestables).
As far as loading times, keeping your game and user files on an SSD rather than an HDD and tweaking your settings to minimize the amount of data that needs to be read/written would help. Also, make sure you're using Save As rather than Save. Even so, transitions to other game worlds are annoyingly long, even with an SSD. It takes almost as long to transition as it does to start a game in a new neighborhood and I'm not aware of anything that will significantly speed that up. Returning to an already-visited location is slightly faster since the world state data has already been generated, but the time it takes to load another neighborhood is pretty much the way the game is.
An SSD will give you a solid improvement over an HDD with something like an M.2 NVMe drive probably giving the biggest improvement, although not all motherboards natively support that interface. Mine doesn't and I'm working off of a SATA SSD. In that configuration it takes a couple of minutes of loading time (1:50 according to my stopwatch) when transitioning to the future and it's closer to five on a 7200rpm HDD (guesstimate - I didn't fire up my laptop to check, but it's pretty long).
I'm not aware of anything other than hardware that will improve the loading time on transition problem. The game was designed to hold one neighborhood in active memory at a time, so a faster transition would mean that either the game needs to be able to hold more than one neighborhood (redesign the game) or you need to speed up the processing of the neighborhood data (apply better hardware to the problem). Wish I could be the bearer of better news on that point.
And that's around 89 errors too many unless they were really progress logs coming from the game having seen Overwatch and ErrorTrap for the first time and it had lots of things to fix. Traveler itself shouldn't be throwing errors at all unless it really didn't like the future world descendants the game had assigned to your active travel party. You could bring some samples of the resulting script logs to us at NRaas if you want some help in deciphering what they mean.
By the way it told me Riverview needed a firehouse and other DLC buildings when it already had them when I came back from the future.. I'm guessing that's due to the Traveler mod?