In the second scheme, there are more effective openings, but not by much (37 versus 32).
The main difference is in flexibility and tempo:
1) no need to build a smithy for swordsmen and Stronghold (smithy is already built)
2) no need to build a level 2 Mages' Guild for monk upgrades
3) no need to build a level 3 Mages' Guild and monk upgrade for angels
4) no need to build the swordsman upgrade for Knight
5) no need to build stables for Castle
Added after 1 hour 14 minutes
Let's look at which connections can or cannot be removed.
Conscripts 150 x (8-32)
Archers 250 x (6-24)
FORT+
Swordsmen 400 x (5-15)
Monks 600 x (4-12)
STRONGHOLD+
Knight 1000 x (4-8)
Griffins 1000 x (3-6)
CASTLE+
Angels 3000 x 2
1) Choice between conscripts and archers. Archers are more powerful; on the other hand, the requirement for them can only be reached via conscripts. Alternatively, set conscripts as built by default, which would allow playing through upgrades starting from day one.
2) Choice between archers and swordsmen. Swordsmen without a fort are more powerful than archers, so it makes sense to require a fort for them. It is also logical to require a smithy for swordsmen, but this is a serious loss in tempo; in that case, the smithy should be set as built by default.
3) Choice between monks and archers. Monks are significantly more powerful, so it is necessary to attach a requirement—the Mages' Guild (slowing down the tempo). A fort as a requirement would not work here, since monks are also more powerful than swordsmen.
4) Choice between griffins and others. Griffins without a Stronghold are much more powerful than archers and swordsmen, so it makes sense to require a Stronghold for them.
5) Choice between Knight and griffins. Knight are much more powerful, so it makes sense to require stables for them (slowing down the tempo). On the other hand, a Stronghold must also be required, since without a Stronghold, Knight are also much more powerful than monks (who also require one building).
6) Choice between angels and others. Angels are very strong, so there must be a requirement—at minimum, a Mages' Guild (or monks, who also go through it). Additionally, angels should not be placed before day 7, as the angel upgrade is also too strong for the first week.
7) Castle, as a top-tier building, should compete with angels, so it is also built no earlier than day 7. Furthermore, Castle is especially strong when Knight are present, particularly if griffins or Knight upgrades are additionally available. Therefore, these combinations (with griffins or with upgrades) are excluded in the first week: Stronghold and stables are placed no earlier than day 4, Knight are placed no earlier than day 6, and on day 7 Castle must be placed; there is not enough tempo for griffins or Knight upgrades.
So, which connections turned out to be optional:
1) from fort to archers
2) from smithy to swordsmen (moreover, if present, the smithy should be made built by default, as it slows down the tempo too much, making the construction of swordsmen disadvantageous)
3) from swordsmen to Knight
4) from Castle to grail and racial (training)
Furthermore, this scheme is provided for the second player who, as we remember, has extra building tempo (compensation for moving after the first). The first player, in this case, should have one fewer starting building. The most suitable candidate here is the absence of starting conscripts. Although conscripts are weaker than archers, the first player cannot place archers on day one. On the other hand, the following connection is questionable:
5) from conscripts to fort
Added after 35 minutes
Let's consider the situation on day one.
Available for construction for the second player:
Town Hall, Market
Smithy (if the connection to swordsmen is removed; otherwise, smithy is already built)
Level 1 Mages' Guild, Fort
Conscript upgrade
Archers (if the connection from fort is removed)
For the first player, the choice is much smaller:
Town Hall, Market
Smithy (if the connection to swordsmen is removed)
Conscript upgrade
Added after 47 minutes
Here is the scheme after all optimizations:

Added after 1 hour 24 minutes
Growth and prices:
1) conscripts = (8-32) x 150
2) archers = (6-24) x 250
3) swordsmen = (5-15) x 400
4) monks = (4-12) x 600
5) Knight = (4-8) x 1000
6) griffins = (3-6) x 1000
7) angels = 2 x 3000
Starting buildings are highlighted in red; the first player starts without conscripts.
Notation:
F fort
D Stronghold
C Castle
1-7 tier numbers
+ upgrade
Effective openings of the first week (in terms of maximum total army strength by the start of the second week, with a sum > 30500):
ANGELS + GRIFFINS
D13467 = 36000 (32 conscripts + 15 swordsmen + 12 monks + 6 griffins + 4 angels)
D12467 = 36000 (32 conscripts + 24 archers + 12 monks + 6 griffins + 4 angels)
D1+457 = 33600 (56 conscripts + 12 monks + 6 griffins + 4 angels)
ANGELS + KNIGHT
D1457 = 32000 (32 conscripts + 12 monks + 8 Knight + 4 angels)
ANGELS + SWORDSMEN
D12347 = 36000 (32 conscripts + 24 archers + 15 swordsmen + 12 monks + 4 angels)
D134+7 = 34800 (32 conscripts + 15 swordsmen + 20 monks + 4 angels)
D13+47 = 34000 (32 conscripts + 25 swordsmen + 12 monks + 4 angels)
D1+347 = 33600 (56 conscripts + 15 swordsmen + 12 monks + 4 angels)
ANGELS + ARCHERS
D124+7 = 34800 (32 conscripts + 24 archers + 20 monks + 4 angels)
D12+47 = 34500 (32 conscripts + 42 archers + 20 monks + 4 angels)
D1+247 = 33600 (56 conscripts + 24 archers + 12 monks + 4 angels)
ANGELS + FORT
F1234+7 = 31300 (24 conscripts + 18 archers + 10 swordsmen + 12 monks + 4 angels)
F123+47 = 30900 (24 conscripts + 18 archers + 15 swordsmen + 8 monks + 4 angels)
F12+347 = 31900 (24 conscripts + 30 archers + 10 swordsmen + 8 monks + 4 angels)
F1+2347 = 31300 (40 conscripts + 18 archers + 10 swordsmen + 8 monks + 4 angels)
PALADINS
C136+ = 34000 (40 conscripts + 20 swordsmen + 20 Knight)
C126+ = 33500 (40 conscripts + 30 archers + 20 Knight)
C1+6+ = 30800 (72 conscripts + 20 Knight)
KNIGHT + GRIFFINS
C1356 = 35000 (40 conscripts + 20 swordsmen + 12 Knight + 9 griffins)
C1256 = 34500 (40 conscripts + 30 archers + 12 Knight + 9 griffins)
C1+56 = 31800 (72 conscripts + 12 Knight + 9 griffins)
D12356 = 30800 (32 conscripts + 24 archers + 15 swordsmen + 8 Knight + 6 griffins)
KNIGHT + SWORDSMEN
C1235 = 33500 (40 conscripts + 30 archers + 20 swordsmen + 12 Knight)
С13+5 = 32000 (40 conscripts + 35 swordsmen + 12 Knight)
C1+35 = 30800 (72 conscripts + 20 swordsmen + 12 Knight)
KNIGHT + ARCHERS
C12+5 = 31500 (40 conscripts + 54 archers + 12 Knight)
GRIFFINS + MONKS
C1346 = 32600 (40 conscripts + 20 swordsmen + 16 monks + 9 griffins)
C1246 = 32100 (40 conscripts + 30 archers + 16 monks + 9 griffins)
GRIFFINS + SWORDSMEN
С1236+ = 36500 (40 conscripts + 30 archers + 20 swordsmen + 15 griffins)
C123+6 = 36500 (40 conscripts + 30 archers + 35 swordsmen + 9 griffins)
C12+36 = 36500 (40 conscripts + 54 archers + 20 swordsmen + 9 griffins)
C1+236 = 35300 (72 conscripts + 30 archers + 20 swordsmen + 9 griffins)
GRIFFINS WITHOUT ARCHERS
С13+5+ = 35000 (40 conscripts + 35 swordsmen + 15 griffins)
C1+35+ = 33800 (72 conscripts + 20 swordsmen + 15 griffins)
C1+3+5 = 33800 (72 conscripts + 35 swordsmen + 9 griffins)
GRIFFINS WITHOUT SWORDSMEN
C12+5+ = 34500 (40 conscripts + 54 archers + 15 griffins)
C1+25+ = 33300 (72 conscripts + 30 archers + 15 griffins)
C1+2+5 = 33300 (72 conscripts + 54 archers + 9 griffins)
GRIFFINS WITHOUT CASTLE
D12+3+5 = 31300 (32 conscripts + 42 archers + 25 swordsmen + 6 griffins)
D1+2+35 = 30900 (56 conscripts + 42 archers + 15 swordsmen + 6 griffins)
MONKS
C1234 = 31100 (40 conscripts + 30 archers + 20 swordsmen + 16 monks)
C134+ = 30800 (40 conscripts + 20 swordsmen + 28 monks)
SWORDSMEN
C12+3+ = 33500 (40 conscripts + 54 archers + 35 swordsmen)
C1+23+ = 32300 (72 conscripts + 30 archers + 35 swordsmen)
C1+2+3 = 32300 (72 conscripts + 54 archers + 25 swordsmen)