You left out Transport Via Plants (6th) to make a portal or gateway for a round. And strangely you included a self-only short-range movement spell, Tree Stride (5th). It lets the caster spend 5ft of movement to step between similar-type trees within 500 ft, duration 1 minute, allowing very fast movement through a forest, but no more useful for armies than Dimension Door. Perhaps an actual-play show has you mixed up?
Critical Role players often said "tree stride" when they were talking about Transport Via Plants.
Transport via Plants (6th)
1 action, duration: 1 round. classes: Druid
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
A tree is the standard choice, but a large enough kelp frond underwater could work. Perhaps a large-enough patch of moss, allowing a larger area transport? Or a very large-diameter tree, or a recently-fallen tree that has many adjacent squares for a whole column of troops to run through with readied movement + their turn to move+dash.
Narratively, some tables such as Critical Role describe Transport Via Plants as opening a literal portal / passage in one side of the tree. The spell description just says "step into the target plant", which can include people standing on tree branches, and exit from anywhere on the destination plant. It matters whether people can move into the tree from any adjacent space or only from ones adjacent to a specific point, for big trees or other plants that occupy many squares. (Does a Large size-category plant include a shrub that's 10 feet tall and round? What about a young tree that's only 10 to 15 feet tall with a trunk you can wrap two hands around?)
Applying D&D turn and movement mechanics, Transport Via Plants can let everyone within sprinting distance (like maybe a 40 to 45 foot sphere) run through on their turn without causing a traffic jam. Every creature has their own turn and passing through the same space during separate turns doesn't create a conflict in 5e mechanics, only where they end their turn matters.
But narratively it's a lot of people sprinting toward the middle of a circle, which will create crowding even before they reach the tree. And if you treat it as creating a narrowish portal, that's a 1-square-wide choke-point for everyone to pass through in 6 seconds. Stuffing this many people through it makes me think of fluid dynamics and Bernoulli's principle.
D&D isn't a physics simulator, so when you encounter a situation that doesn't make physical sense but which is allowed by the turn-based model, it's up to the DM to decide whether it works. I'm very clearly and intentionally exploiting D&D's narratively-overlapping-but-mechanically-sequential turn mechanics to get more people through a small space in a limited time than I know could actually fit.
That said, some ways to get the most out of one casting of TVP might apply whether or not you impose extra limits on having large crowds move into / through the same spaces (especially if TVP at your table creates a 1-wide passage, rather than allowing stepping into the plant from any direction).
Scaffolding for a couple levels of vertical packing at the source. Extra people close to the tree on the source side can get farther from it on the destination side, and area increases with the square of distance, so 2D spreading should be fine on the destination side.
The people who started far away on the source side have a problem, though: the ring of people 45 to 55 feet away won't will only have 10 to 0 feet of movement left after reaching the tree and using 5 feet of movement to step through it. So that's a problem unless you have some localized spread-out effect or something that shunts people to the nearest unoccupied space (which TVP does not do on its own).
TODO: count squares in that radius on a grid.
Arcane Gate (6th) on either or both sides can put more squares within movement range of a plant, if you have that to spare from arcane casters. It's a local 500-ft-range two-way portal.