Good stuff Dean. I had planned on answering the spring section of your question with frame-perfect answers, but I never quite finished. Anyway, I have a couple of comments that you and others might find interesting. I've been collecting information and making graphics in the hope that someday I can start a comprehensive "spring theory" thread in the Advanced Strategy forum...but I need to be an advanced player first.
1) I don't know the location of every spring's ladder clearance (something I plan on looking at now), but I DO know that there is a "safe zone" near the top of Pauline's ladder where a spring will NEVER hit you regarding of length or scrunchiness (which I'm not sure matters). If you look at Jumpman's Y-position on the ladder in the debugger you'll see that Kong's platform has a hex value of 50. The top of Pauline's ladder is 30. I'm not sure why going up counts down, but that's the way it is. Once you reach a Y-value of 38 you're safe. So, 50 minus 38 converted to decimal is 24 pixels of danger (and 8 pixels of safety) on a ladder that is 32 pixels tall. Jumpman doesn't climb ladders one pixel at a time however; I believe it's 2 pixels for every 5 frames.
2) Each of the two safe spots on Kong's platform are 13 pixels wide. The first safe spot at the top of the short ladder occupies X-values A7-B4 (hex again). The center of the short ladder is at B3. The second safe spot occupies X-values 75-82. These safe spots are obviously the areas where will no spring will every hit you and, as you pointed out, can shift depending on length of each spring. The safe area for leeching the right-side fireball has X-values of D5-D9 (4 pixels!). At DA you can hit the fireball while jumping, and DB is falling off the right edge. The left edge (D5) can obviously shift depending on spring length, which Dean often demonstrates by edging to the left to leech a spring.
Also, the 13-pixel-wide safe spots leads to me believe that the horizontal dimension of a spring's hitbox might be 6 pixels.
3) The center of Pauline's ladder has an X-value of 93. However, as Dean pointed out in a previous post, you can "corner" up the ladder by grabbing it before you reach that center position. You can grab the LEFT side of the ladder at X-position 90, and the RIGHT side of the ladder at X-position 97. In regards to D2K, you can actually stand at X-position 90 on L14 springs for the duration of the screen, however you can only make it to Y-position 3A instead of the safe 38. The L14 spring on D2K is the second longest of the 16 springs, or #14 in Dean's 0-15 system.
4) Each of the 16 springs lands one pixel farther than the one previous. So, a 0 spring lands at X-value 28, a 1 spring at 29, etc. till you get to the 16th spring which lands at X-value 37 (again hex values here). Every spring moves horizontally 2 pixels for every frame of animation. When a spring lands on Kong's platform it actually remains on the platform for 2 frames, and slides to right 2 pixels in the second frame. This means that's possible to "see" a 0 spring as 2 spring, or 13 spring as 15 spring, etc. depending on which frame you're actually "seeing" the spring.
5) I'm not entirely convinced that scrunchiness matters, but I've seen some weird values in the MAME debugger that I need to look at more closely. A spring will always "land" at Y-value 50...that's Kong's platform. It will stay at 50 for two frames while it's X-position shifts. In it's animation, the next Y-value on the upswing of it's arc will always be 4D. However, I've seen springs that visually land on the platform but have a Y-value of 4D, followed one frame later by Y-value of 50, with an X-value shift of 4 pixels between the two frames instead of 2....with both springs appearing to sit directly on the platform.
Lots of stuff to work out.