Turn speed isn't fair in my opinion, as some players are not able to be online as often as others, so will naturally take longer on average to complete their turns.
I look at the players each has beaten, and total up the combined wins and losses of those players. In this case, if it ends in a tie between iNsAnE, Fleecemaster, and Kent, here is the final standings as I've worked them out.
Group E1: Tie-break 2nd-4th placings.
Player (Win-Loss)(Head-to-Head)(*Tie-break #1) Result P/R
iNsAnE (4-3) (1-1) (14-10) 2nd Promoting to Group D
Fleecemaster (4-3) (1-1) (12-12) 3rd Remaining in Group E
Kent (4-3) (1-1) (11-13) 4th Remaining in Group E
*See league tie-breaking rules.
Placements in a round-robin are determined by number of wins. In the event of a tie, placements are determined by head-to-head results among the tied. Occasionally, there are loops of ties that cannot be resolved by the head-to-head rule. If this is the case, ties will be broken by the following (in order of preference):
#1: Overall win/loss ratio. (The total wins of each player you defeated minus the total wins of each player you lost against)
#2: Tie-break tournament. (Unless such a tournament would cause lengthy delays for the league)
#3: Average turn-speed (only if a tie-break tournament fails to resolve the tie, or would take to long to complete)