You can edit the other text in to your OP to bypass the character limit.
Editing in my actual reply to your post:
1. This is annoying I agree, usually when the dps do that I let them have it, if the healer heals them and pull aggro and takes it I will take the mobs from them. But if a dps pulls for me I will (without exception) let them die and say "oh I'm sorry, you pulled the mobs so I thought you wanted to tank," it usually teaches them a lesson or it doesn't and I let them die until they leave or get the point.
2. I suggest running towards the mobs while shield lobbing rather than waiting for them to get to you.
3. You should always have enough time for a Flash or two before any sort of telegraphs go out. I can't think of any enemy that opens with a telegraph to the point where you don't have time to do even a single aoe by the time you reach them.
4. Depends on the dps gear and the dungeon. Random example: A brd in a lowbie dungeon like satasha can pretty much rip threat off any tank with just their basic attacks as they have extremely high damage (relatively speaking) at that level, if dps are pulling threat that fast but the mob is also dying that fast, I say just let the dps take it and focus on another mob. There's a good chance they'll be able to finish it before it matters.
5. Agree.
6. All you can really do is mark the targets, if that doesn't work, ask politely, if that doesn't work, well then there's a good chance you'll just have to deal with it unfortunately.
7. I rarely see this attitude, but if it happens that's unfortunate.
As for what you do on trash pulls, I played pld a lot before switching to Drk and I would always say Flash at least 2-3 times at the beginning of any pull and then spread your Halone combo. I would also prioritize comboing the target dying fastest as that is generally the target that the dps might pull off you. For your additional stuff.
1. Good policy.
2. I say use a shield lob immediately after voke for an enemy that peels THEN Flash when it gets back.
3. Good idea.
3. You put 3 twice.
4. Good.
5. Cover only works on physical attacks, if the enemy is using magic based AoE you're wasting it.