1: Trap damage is supposed to be End of Turn or when you are moved into it. I will try to find and remove wherever it states Start of Turn instead.
2: Armor blocks 1 damage from all damage sources, including Traps. Iron tokens can be spent on any damage source, up to 2 tokens per source, so yes they can reduce Trap damage.
3: It is a general rule that if you have Speed tokens, you can spend them to escape an Edge you are moved onto. It is a specific note in Puppet Style because Puppet Shadow and Puppet Reversal are one of the few ways to move someone off an edge at the start of their own turn, before they can take any Actions. So, I added the clause that they can immediately spend an action die to use the Basic Action Movement to gain the Speed tokens needed to escape, because otherwise this is an extremely cheesy way to get a ringout. lt happens after they roll their action dice and after they had missed the chance to pass them off with Heroic Spirit, but before they could spend them to do anything, so it was a turn skip combo.
4: Yes, Wild Form is excellent for passing along Heroic Spirit for this reason. Abilities you apply to OTHERS deactivate while you are Taken Out, but still apply to yourself - this is how Vigilance Form can wake you back up from zero HP.
5: Volcanic Dance can indeed deal a ton of damage by dragging someone behind you, although there are two important things to note: first, Iron tokens can stop any forced movement, even Dance's pull, and second, Traps can only deal damage once per turn, so you need to only drag them through new Traps each time. Also, Armor negates this strategy entirely, as mentioned above.
6: The Trickster abilities can be used to pay for Iron token actions, yes. And yes , a Focused Trickster can spend Burning or Weakness tokens to block attacks or to pay for Iron token actions.