Sebastiano mentioned most useful algs for Edge insertions, especially the M' U2 M U2 as they are 6 movers and can lead to the better solutions when you find those positions.
Other cool things to keep in mind on Edge insertions. (Some of these might be pretty advanced but just want to post all edge insertions I know)
1. [6 Moves] M' U2 M U2 rewritten to R' L F2 R L' U2. Keep in mind that R' L do not effect the edges so you can shift either of them to the front or back to possibly cancel more. (Ex. R' F2 R L' U2 L, F2 R L' U2 L R', and R' L F2 R L' U2 are all same)
(#2, 3, and 4 all do the exact same case. Also keep in mind inverse cases for these)
2. [8 Moves] Sebastiano's R2 Fw2 R2 U R2 Fw2 R2 U can be rewritten as R2 B2 L2 D L2 B2 R2 U. Same cyclic shift for moves can be applied since R2 B2 don't effect the edges yet. (Ex. R2 B2 L2 D L2 B2 R2 U same as L2 D L2 B2 R2 U R2 B2 and as B2 L2 D L2 B2 R2 U R2)
3. [8 Moves] Another similar one is R2 B2 L2 U B2 R2 F2 D. Same shifts can be done for first 2 moves. (Ex. R2 B2 L2 U B2 R2 F2 D same as B2 L2 U B2 R2 F2 D R2 and as L2 U B2 R2 F2 D R2 B2)
4. [8 Moves] Similar still is L2 B2 R2 D R2 B2 L2 U although this time no shifts are possible since the edges are changed with the first move of L2.
5. [10 Moves] R' U' R' U' R' U R U R U swaps UR-FR-UB. I initially learned this as an F2L case (Shout out to Brest) but later as a type of 2gen edge insertions to look out for.
6. [10 Moves] U L D R F R' D' L' U' F' changes UR-FR-FU. This one is very strange but just think of it as doing all the moves around a face, then moving that face, then inverse of everything.
7. [10 Moves] U' R U M2 U' R' U M2, finally just the normal 10 movers where a Slice move (M2) is the 1 move interchange. Keep in mind other normal 10 movers where the slice move is a part of the swap (Ex. R' E R U' R' E' R U)
For Multiple Edges
Make sure you know R2 U2 R2 U2 R2 U2 and D2 L2 U2 L2 D2 R2 (plus variations and shifts of the 2nd one).
@cubeshepherd Question 2. Sebastiano mentioned the best way which is doing a 3 corner commutator involving all twisted corners. If it is only 2 twisted corners then just involve any other corner for the 3rd corner of the commutator. Because you have so much flexibility on these insertions and corners, usually you can cancel a lot on the first insertion (5 or 6 cancellation) then it leads to a normal Last 3 Corners case.