4: O16 is easier, this leaves a bit of a weakness for a cunning opponent, at places like R17. Not a game losing mistake, though
14: Pretty boring, taking bad shape in return for giving white the corner. R3 seems fine, taking territory - if white pushes out, the P7 group is well placed to mount a splitting attack on both white groups.
16: Very bad, this move gains you nothing but loses you a liberty, but you might have wanted to play S5 later. Just omit this.
22: Very bad, I think. This protects 2 points of territory in gote, the R8 area is pretty worthless. Now white has sente to play the massive P2 move, or can think about pushing and cutting at Q6 later because of black's bad move at R5 losing a liberty. You should probably play at Q3 instead, fixing your shape whilst reducing white's area.
24: O3 seems like a better shape if you want to push white down.
26: Very very bad, taking bad shape in return for 1 point and making white's territory solid. Just omit this, and keep your shape okay whilst preserving a ko threat. You can always play here later, as it is gote for white to do it, so he won't.
28: Bad, pushing from behind. IF you want to play here, play N3 and get pushed by white instead.
30: Leaves the corner weak. F4 or F3 is easier, or C5 to attack.
42: E3 seems better, now it leaves white very weak.
74: A curious shape. You aren't forced into an empty triangle, so jump further to L14 or similar.
78: Very very bad. Simply a rubbish shape. R16 protects the S17 stone whilst threatening white's eyeshape, so you can fix in sente instead.
82: Simply protecting the corner seems easier. All your moves strive for the centre, but a cunning opponent will use this to take the corner from you. If the centre is small (and even if it's big, it's usually risky), you will lose points. Bear this in mind.
86: Given your next move, very bad. Just think, all you need to do is kill white on one side. In that case, C17 is good, followed by C16 I think. Now white has to fix the E18 group, and black will have time to make C14 very dead.
94: This falls for white's ploy to disconnect you. D12 seems better, if you just want to connect. Not sure what's best...E11 may make miak of D12 and F12, but it's risky.
101: Falling for white's move lets him do this, which obviously is quite annoying.