Repostin my chanter megapost cause why not. Not all of these answer your direct questions, but hey, the more the merrier, right?
giantkin: This is a basic one, but this spell aint just for melees because it aint just haste. It's haste and -40% aggro. Put it on anything that makes more aggro than you'd like. Very helpful when you're two-boxing a healer and need your charm to hold aggro through a bunch of heals. With good gear and AAs, cast on yourself and cast slow on crap during pulls. The sky's the limit. Very very handy on raids. Also nice to put on yourself for using Control, but I havent figured out if the aggro is added when charm breaks or when its cast (and just stored), so post itt if you know one way or the other. Also also if you dont use Control then you are poopy.
ae mez + pet: Best in kedge, honorable mentions to first ruins and everchill. Room full of mobs? Don't pull. Just send in your charm pet or animation and cast ae mez on the mobs after they cluster around your helper. If you use shiney bob you gotta rune him, zerk is good enough for kedge but FR is a bit rougher; charm pet is obviously superior, though. Shout of agon (or, in a pinch, color swirl + wave of enstillment) is plenty to keep you alive in case you really fuck it up, but its pretty safe.
mez yourself: Mez is basically Divine Aura but you cant move and it lasts longer. If your cha is great, your mr is bad, or some combination of the two, you can even choose your duration. Otherwise just use rapture. Real handy to get around mez aggro--mez the mob, slow it, cripple it, w/e, then rapt yourself before the tank wakes the mob.
mez split: Say you have a pull and a wall, like higher poair. Don't matter how many mobs. When they walk back and start dragging along the wall, what happens if you tash one? They pretty much all come, right? Well, try mez instead. I dont know for sure why it works--we moved out of air before i had the chance to test it much, but here's my best guess: unless the other mobs have los to the mezzed mob at the *exact instant* the mez lands, they dont aggro. Mobs dont assist mezzed mobs, they just assist when the mez initially lands.
root halves aggro: See the bold text. Mobs that are rooted take half aggro from everything. Let your charm slap the mob around, then root it before you start nuking. Additionally, don't be afraid to use the level 4 root when you only want to reduce aggro from one or two spells. Root's an amazing tool, even in grouped work--use it.
if you're 2-boxing or soloing, keep moving: Like the bold says. If you arent casting and you arent trying to get a meditative trance then your ass should be scooting around. There's almost always someplace better to be. Further from your charm, closer to the loot if the mob is about to die, facing a different direction, ready to /pet attack the next thing, keeping the healer in range, etc. You get 2 seconds between casts to do shit. Use em. If you arent casting, use clickies or go for a meditative trance during combat. Always be doing something.
if you're 2-boxing or soloing, dont med: Med breaks are for suckers. If you run oom you're using mana too fast and you need to cut some spells from the rotation. If shit goes south and you have to mez 500 things, thats not avoidable, but otherwise your mana should only slowly decline. Youll have to get up for bio breaks or w/e, you can just med then. Theres not really any reason to be staring at your screen and waiting on your mana. There should always be more phs or nameds to kill, even in crap zones; with your ancient invis, there's no reason not to go kill them. If your zone is honestly out of nameds you can tackle, pick a new zone.
if you're 2-boxing, keep your actions per minute up: With two guys, you can almost always benifit from doing more shit. In a lot of farmable zones, you dont need both guys for most phs, just the nameds. Send the druid (or w/e you box) to one ph while you do the other. As long as you have one on an easy ph and one doing something hard/easy, you'll be fine. With RSM as an example, i often had the druid pop the burning construct / furious imp phs while the enchanter killed the goblin coordinator / ember lord zatraaq phs, then had the druid do the high council phs while the enchanter did the storemaster phs, then teamed the two up to kill general riklos's ph.
if you're 2-boxing or soloing, cast pbae root: If you pulse this spell every few ticks, you can CC god. This is how I used a druid to kill the high counciller ph in the bullet above, but ench are in the best position to use it because most of us really focus on cha. With good hidden str and maxed SCM, you can keep shit down really, really well. Maybe not QUITE as well now that you can only hit 6 mobs at a time, but you can still do pretty damn good. Room with 4 mobs and a ph? Don't sweat, just sit in a corner (so you dont get back-stunned), drop invis, cast pbae stun a fraction of a second later, cast pbae root, move out of melee, cast pbae root again, cast ae tash, start charming and laugh all the way to the bank.
if you're 2-boxing or soloing for cash, kill only what you need to: If youre going for money, only kill the ph. Sure, you could clear out those three imp patrollres in rsm, but its easier to keep them mezzed while whatever youre boxing invises over to the enslaver ph and blows it up. You could conceivably blow up every spider in first ruins, but it's a hell of a lot faster to CC the rest or charm them at each other and then pop the named one. Why fight down to where you can invis? Why kill adds when you can mez them and then flee? Your mezzes and especially your roots last a year and a day. Take advantage of that. Don't be afraid to charm mobs to suicide them into other mobs. You don't get xp, but it lets you clear PHs much, much easier.