I had my earlier-posted go salon game reviewed by Ben, 3 dan professional, yesterday, and will write up the comments here for the readers' delight. Due to time constraints, I won't create figures of the kifu this time, but will simply add the comments under the Eidogo plugin. Here we go!
Move 7: This is not a very normal corner approach; it can be that black is planning to create a larger framework on the left side.
Move 8: I presumed black wanted me to play at f16 instead, so black could play a nice double approach to the lower left corner with d6 himself. That would also be fine, but I felt like foiling black's plans a little bit.
Move 17: The corner is not extremely valuable at this time, since white will be strong in any case. Black's shape will be problematic if white gets to play the shape point pincer of k16. Instead of f17, Ben suggested the usual j17.
Move 19: This is probably extending too far, letting white use his strong upper-left corner group to attack. C10 instead would be safe and good.
Move 28: Up to now, the result is pretty reasonable for both. White should play the exchange of c14-c13 as quickly as possible, to get a better hold of the corner.
Move 40: I'm simply isolating and surrounding the black groups; I played with the simple-minded approach of "if the opponent gets six group on the board, one of them is dead".
Move 41: This seems to make white needlessly strong, letting white more easily invade the upper side later. R12 instead would let black live in a normal fashion.
Move 53: This is probably bad, since the cut doesn't seem to work how black would like it to. O2 instead is better style.
Move 58: White could also just have played q4, followed by black p2, white r3, black p4, white r2 and black o5. White would get a great lead in territory in that fashion. The result that actually occurred in the game is surprisingly a bit problematic for white, since the white wall isn't yet alive.
Move 66: Note that this also captures the black o11 stone in a really loose geta!
Move 74: This should actually be at m11 instead. The situation starts to look difficult for white if black gets to push at o13 in sente, and then to get out with n12: the upper-right white group isn't too safe after that anymore, while the black right-side group is. The lower-side black group would manage just fine.
Move 78: White could actually omit this atari, and just play k3 and j2 without it. That way, white may get to play the atari of j6 later instead.
Move 85: We didn't have any idea with Ben as to why black played this way; there is a ko connection at n1 alright, but black will never have the chance to play it. White is happy to answer with h3.
Move 96: At this point, the game is starting to look very good for white.
Move 112: I had made the misread of thinking that white t11 will result in a ko for the black group: this s16 was to prepare for that, quite unnecessarily after all. I could instead just invade with m17, for example.
In the following 30 moves, white seems to be getting all the big points. That's not completely the case, but white did have the advantage of having close to no weaknesses at all, white black had to take care of several groups simultaneously. White actually only has two groups on the board! Most of the white moves after white 152 are just smooth cruising toward the inevitable outcome.
White 184: This could also be at k18, completely preventing any hope of black saving his dead chain of stones. At the time, I didn't believe that black would actually try to connect with the ko. I had a stroke of luck later, noticing that if white gets both t13 and o17, the corner would die quite cleanly. After finding that out, it was easy not to respond to the black ko threat on move 205, and take the corner instead. Black 215 appears to be a final try of trying to both save the black f3 stones, and to live in the upper right corner after that. I was confident in my reading in the upper right, and responded with white f2 anyway. After the death of the upper right corner is confirmed, the game is officially over.