I'll explain these to the best of my ability:
eFFe: A glitch that occurs in all motors where If you wire the motor, have a component highlighted to where you can attach it, activate the motor, then attach while the component is still highlighted (Don't move the mouse while attaching) then attach, the part will act like it's attached to the motor, but it looks like it's attached to nothing, this allows you to attach certain components without the collision meshes in the way. Once all set, go to test garage and back the parts will collide where you can't do this normally. A very common glitch used in stock.
Trov glitch: When you set the chassis blueprint to rectangle, then set new points in an EXTREMELEY specific manner, and move the length and width to move the chassis points. This will allow you to have a chassis certain sides to be flat. If done correctly, the game allow this and you can have flat chassis sides. (NOTE: Make sure you set the games graphic quality to 'Low' or it will NOT work.) Used in stock and DSL.
NARmour: More of a collision mesh thing than a glitch. On the Skirt Hinge, there is a large rectangle mesh attached to the back of the hinge. Once attached, you can rotate the skirt hinge to where it is invincible armor. (Press F12 to see the collision meshes to know where it's being adjusted.) Used ONLY in DSL.
AAM: BFE without being BFE. If you swap the GMF file of one component to another, the replacement component will register the component as the original component, attach it, swap back the GMFs to the original format, and the component will be attached with out any collision mesh issues. You can also go inside the Bot file and edit the component file with what you want it to be. It's only safe to use for Artbots because it's a typically banned glitch.
NCR: This one's kinda tricky. It's mostly used with axles where if you have the axle facing upright, attach motors to it that drive the bot, and the axle will fling the components but the chassis will still drive perfectly fine as if nothing has changed. Look at Volatile Partisan's matches from BBEANS3, because that's the best example I can give to describe how it's used. Best in Stock only.
DSA: Simply, don't go to the armor category at all when building, because the armor left on it will have Double Strength Aluminum or DSA. It's a glitch that carried over to the vanilla stock AI where the armor will be stronger than steel, but weighs the same as regular aluminum armor. Best glitch in Stock.
ZeroG: A glitch where you can have the collision meshes be completely ignored to where you can attach almost any baseplate component in the bot lab. To use it, that's where you got me there. I've never been able to use the damn glitch. It's like trying to catch a shiny legendary Pokemon from wild encounters. In fact, some people have been able to access it at will.
Axle and Snapper loading: Well, best way to use it is to attach a Reversible Angle Drive Motor on an extender that's connected to the Axle of a Drive motor or the hinge of a Burst motor, wire the motor, make the motor spin at max speed, repeatedly switch to another tab except Test Bot slightly after you spin the motor until the motor is at a safe distance away from the bot and you can attach motors with no annoying collision mesh in the way and you can attach components to the axle or hinge. Best used in Stock
I may provide pictures and videos for more examples to help out. Can't do very much from my laptop.
Edit: Way too slow.