The stuff relating to

and after, you did get a bit lucky that black didn't exploit your weaknesses which you identified, but you got a good result.
K17 at

feels off. It's too close to thickness and too low to be there, I feel. I'd be tempted to make a corner enclosure like F17 or F16 maybe. The left side star point also looks good.
At

you may want to approach from the top directly to pick the direction there instead of letting black do it. The game area is fine too, but I'd rather play high (4th line) to control the center, since black will later be able to cap this stone to reduce it and help him invade white's moyo on the top.
After

, black has taken the corner and shown that white's stones aren't efficient. White would much rather have K3 at K4. I like C a bit better than the game move, since it could isolate the left side stone.
The sequence following the cap has too many weaknesses for me to feel comfortable as white. It feels a little too direct.
The trade through

was ok. White lost a bunch of points, but the outside became strong.

was fine, and through

was good. You could just extend for

. At

you should block black while connecting with the tiger's mouth. Looking towards killing was fine, and white's been profiting through the whole attack on the top and the upper left corner.

and :w96 are iffy shape that leave weakness. White 103 should likewise be E18.
White 108, your assessment is correct.
Later in the game, you like to leave stones hanging in atari. This is sometimes good, but you need to make sure that the capture isn't a bigger sente or a big gain for black. The ko was completely unnecessary and quite likely lost the game.