I find the Gamemaster Summary Sheet speeds the game up. It gathers together all the combat stats of every PC, NPC and monster into a single reference with precalcuated OB and DBs including parrying.
Sounds like you play the game with your self
The strength of those sheets is that many encounters that you are 99.9% will result in combat or similar (such as attempting to evade) you do not need the full creatures stats and descriptions. In this coming weekend the villain has a guard dog that is trained to attack and it is possible we will have a 'Smythers, release the hounds!" moment. I know what a dog looks like, the players know what a big dog looks like so I don't need to reference C&T to get the stats as I have already have them in front of me as a single line of numbers. Another encounter that is likely to happen is 4 skeletal guards. There is no negotiation with them so again it is likely to be into combat but everyone knows what they look like. The delay in finding the correct page in C&T adds nothing to the game. It took about 2hrs to sit there with Excel putting the numbers and notes in for all the new creatures that they could possibly meet. I hide the rows of ones they will not meet so what I am left with is a printable sheet, one row for every creature so I can record hits taken and bleeding etc. I can then print that off before the game session. I am only ever adding new creatures they have not met before or copying rows dow to build new encounters.
We meet infrequently but play for many hours (the game will start about 5pm today and go on until Sunday afternoon), we will get about 25hrs play in in the next three days. The long months between sessions means that political/investigation types games do not work well for us as we cannot retain the clues or make the connections in what has been minutes or hours for the PCs but 4 months for us. This means that the games are more character play and combat oriented. I, as a GM, model my combats on James Bond/Hollywood movies. Meaning that if you think of the typical JB finale the hero will likely escape his cell killing his guard, meet two more guards in a corridor, another on the stairs, one foe comes from each side on a gantry before being cornered by four guards which he takes out by blowing up a gas cylinder and so on. So in total there were five encounters and 10 opponents interspersed with skill checks to open doors, perception rolls to avoid guards, stalking, MMs to leap from one place to another, and so on.
My adventures are demanding on PPs because rather than one epic battle where the players can just unload all their big gun type spells in a barrage they really need to pace themselves so they still have something in the tank when they do finally face down the bad guy.
So in such a combat centric game I need combat to be slick, which I think I have achieved. It is a magic heavy game in a high magic world. Every one of my players is playing a pure (1), Hybrid (2) or Semi (2) spell user. I think I have made that as slick as I can by giving the players all their spell lists straight from SLaw and moving the BAR tables to my GMs PDF. I use a limited list of broad skills to reduce the number of looking up to check skill descriptions in the rules and pouring over character sheets to see if they have the right skill(s). I use the RMC alternative static action table for skill resolution, again from my GMs PDF. I have familiarised myself with my NPCs strengths and tactics and have a post-it quick reference on each sheet so I can get into character.
I think the question is, is there anything else I could do?