A few notes:
-Section 2: Should have something on alarm traps. These can be very useful for clearing dangerous tension rooms or other nasty monsters (eternal guardians!)
-Section 3: Darkness can be used to attack monsters who can't see in darkness as well. Not as effective as 1.1.1, but you can still get some free hits in.
-Section 4: There's a lot that could be added here.
-Section 5: I believe unlocked doors can indeed have traps. Doors can also be opened with a knock spell or knocking wand (the latter is ranged). There's also skills for unlocking doors and disarming traps. Huge rocks and anvils can also be thrown at doors to break them down (though they can be destroyed in the process, which makes risking a valuable anvil a generally poor investment). Cursed keys can set off traps.
-Section 6: As of pre17, you can set it so that you will switch with non-hostile monsters by default when you bump into them.
-Section 7: Scrolls of vermin control can sometimes help with breeders. Multiple target attacks such as bolt spells or wands are much better than melee for crowd clearing.
-Section 8: Starsign analysis needs work. Raven is very underrated in this analysis: The speed and early RCT are far, far more important than the pet benefits, and are great for every class--Raven is probably the top starsign now that Candle has been reduced. Unicorn, Wolf, and Falcon are very weak starsigns. Analysis is a bit weird for some of them too (Rangers survive just fine in the wilderness and Falcon is of little use to them).
-Section 9: Attacking karmics first removes Fate and Luck, then adds Curse, then adds Doom. In addition to bows and crossbows, thrown rocks are common and work well too. In a pinch, you can throw spears, axes, hammers, and even shields reasonably well if you have room to pick them up. Killing karmics with pet may be an option.
Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.