Cool, man glad I could help. Reading through your latest draft, I noticed that the common tricks sections was kind of bare bones. Maybe I can help expand on it. I also have some ideas for clips related directly to those tricks, some of which haven't been suggested yet.
Common tricks:
Damage boosting:
Depending on how a character reacts to damage, it might have different purposes. From (in my mind) least impressive to most impressive:
Sometimes damage is difficult to avoid so players take damage in order to keep moving forward (especially if damage doesn't freeze you for too long.)
Bypassing obstacles that would take longer to remove or go around using invulnerability
In games with knock back, it can be used to reach platforms that are just out of reach. (Castlevania bat boost
https://www.youtube.com/watch?v=8fM-_p0S_9E&t=1m and skeleton bone boost
https://www.youtube.com/watch?v=8fM-_p0S_9E&t=7m36s)
Some games a damaged character will be catapulted in a certain direction faster than they can normally move. (Super Metroid
https://www.youtube.com/watch?v=0JsGQiFxq6g&t=9m30s (there's another place two rooms later) or
https://www.youtube.com/watch?v=0JsGQiFxq6g&t=6m5s)
Death Abuse
Some games will respawn you exactly where you were when you die. In these cases death may be used as a slower damage boost, of a way to allow yourself to take more damage. (Blues Brothers: dying on a platform
https://www.youtube.com/watch?v=GCgCWPVLy8c&t=4m7s)
In more open worlded games, dying brings you back to certain points like towns and entrances to dungeons, which cuts on backtracking (Ocarina of Time, Dragon Warrior
https://www.youtube.com/watch?v=NWufS8a0vnc&t=9m20s)
More rarely, in some platformers you can mess with spawn points, which will allow you to respawn farther into the level than the place you died. (Batman. Already on the list.)
Overriding maximum velocity
Games will often cap how fast you can go, but sometimes oversights allow you to ignore that cap, which causes the player character to zoom off in the desired direction.
Messing with boundaries
Certain objects will push the player character away to avoid sprite overlap. They can sometimes be manipulated to imbed you in a wall (Metroid doors
https://www.youtube.com/watch?v=TFd2SezV-v0&t=3m50s)
Sometimes by approaching walls at the right angle and speed, you can find a point where the walls don't prevent you from going through (Mario to first warp pipe
https://www.youtube.com/watch?v=VYCOwxHa_sU&t=1m)
If you travel fast enough you might make it so that you completely bypass the wall's trigger.
Zipping
Walls ceilings and floors will try to push you back in bounds. Often at high speeds (Mega man 2 item manipulation)
Level wrap
If you can travel far enough to the left, you can sometimes end up on the right side of the stage. (Sonic)
Luck manipulation
By knowing the game well enough, or just trying over and over again until the right event happens, you can change the outcome of random events
Anything that has to do with corrupting RAM, sprite overflow, loading the wrong sprites, or calling from the wrong addresses I'm not as versed in, so you'll have to get input from someone else.
Links to clips incoming.