After some experimentation, here is my new answer. I posted this in the thread linked to above, but will paste it here as well…
If you are looking only to maximize Snoutlings per hour, I would offer the following strategy.
Use Team: Bard, Skulkers, Piggy McCool. Rainbird is good if no Bard.
Go to Mouth Pool and fight your way through the first 7 levels as quickly as possible. On level 8, do the following: (1) Use Skulkers on McCool (2) Tap McCool (3) Tap Bard/Rainbird. Repeat Forever.
Notes:
1. On turn #3 the Spirit Caller will run away. You could prevent him from doing so by attacking with McCool and Bard instead of tapping them. But that vastly increases the attention you need to pay to the game and the only upside is 10 extra snoutlings you get if/when you decide to finally defeat the level and move on. I personally never move on; once I am done grinding I just exit the level.
2. Definitely let the Banshee summon as many ghosts as possible. Without the Spirit Caller, the number of enemies will top out at 9. One will always be dead when McCool attacks (after Skulkers is used on him) so you will get a consistent 16 snoutlings per turn (8 enemies x 2 snoutlings apiece). The most you could get on a turn is 20 (if all ghosts and Spirit Caller were alive). The ghosts all come back alive in two turns, not three.
3. There are only two adverse things that can happen to you: (1) The Banshee could attack and poison you (2) One of the two Kobolds very infrequently stuns one of your birds. Neither is cause for alarm. Bard/Rainbird is constantly healing to counteract #1 and if #2 does happen and it is not Bard/Rainbird that is stunned, use the Rage Chili on the Bard or use Rainbird’s ability to un-stun either Skulkers or McCool.
I have not found a faster or more mindless method (and I mean that in a good way) of making Snoutlings than this.