Here's the quick list of what Arwink and I are going to be writing in The Adventurer's Guide to Surviving Anything, coming out quarterly in the ENWorld Player's Journal. You actually have listed a few ideas we didn't come up with. Some are locations, others are just suggestions for good adventurer behavior.
1. The Warrior’s Life. Advice for being a combat-oriented adventurer. Focus on different types of warrior, and how tactics are similar or different.
2. The Spellcaster’s Life. Advice for different types of spellcasters, and suggestions for different roles you can fulfill.
3. The Sneak’s Life. Advice for how to use stealth to your advantage, and general advice on knowing when to not get involved.
4. The Celebrity’s Life. Advice for how to use charm and charisma instead of combat ability. Suggestions to adventurers on creating their own style.
5. Group Tactics. The best way a group can fight foes is to focus on one at a time, since magical healing allows nearly-dead foes to come back if you leave them alone. However, suggestions for knowing when to split up.
6. Mobile Tactics. Tactics that make use of mobility, such as riding (and the drawbacks if only some are mounted), or running and letting your foes lag behind so you can pick off those at the front.
7. Evasive or Guerilla Tactics. Hitting and running. Finding and using cover.
8. Sun Tzu’s Art of War Advice. It’s classic. Just reprint it.
9. Gear to Bring. Obvious.
10. Primary Openings. These are the things that you never forget to take advantage of.
11. Fighting Hordes. This is when the hordes are weak enough for you to take.
12. Fighting Things too Big for You. When to know to run, or how to beat huge monsters.
13. Surviving in Wild Locales. More general advice.
14. Exploring Dungeons and Caves. The primary early adventure.
15. Fighting Minor Undead. Early monsters.
16. Fighting Underwater. Another common event.
17. Aerial Combat. Well, first you need a way to fly.
18. Fighting Mounted Forces. Another hard thing to do.
19. General Grasslands.
20. Herd of Beasts.
21. Dust Storm.
22. General Forests.
23. High Canopy.
24. Quicksand.
25. Tree Village.
26. Inside a Huge Tree.
27. Brachiating through Vines and Branches.
28. General Wastelands.
29. Ancient Battleground with a ground too blood-soaked for life to flourish
30. Land of Noxious Fumaroles.
31. General Aquatic.
32. Eternal Whirlpool.
33. In a Pod of Whales.
34. Shark Feeding Frenzy.
35. Leech Pool.
36. Acidic Lake.
37. Vat of Chocolate.
38. General Mountainous.
39. Mouth of a Volcano.
40. Volcanic Eruption.
41. Ice Cliffs.
42. Rockslide or Avalanche.
43. General Subterranean.
44. Rain Tubes.
45. Hanging from Stalactites.
46. Crystal Caverns.
47. Fungal Fields.
48. Shardfields.
49. Swarm of Biting Insects.
50. Spider Den.
51. General Aerial.
52. Flying.
53. Falling.
54. Being Carried.
55. Weightlessness. Falling down bottomless pits.
56. Vaccuum.
57. Atop the Back of a Giant Bird.
58. Lighting Effects. Pitch Darkness, Bright Light, Dim Light.
59. Hazes. Mist and Fog, Dust Clouds, Smokes.
60. Wind. Various Intensities, Whirlwinds, Effects on Flying Creatures.
61. Precipitation. Rain, Snow, Hail, Flaming Debris, Acid Rain.
62. Miscellaneous. Lightning, Flocks of Defecating Birds, Living Precipitation, Temperature Hazards.
63. Pirhanas Swarms.
64. Army Ant Marches.
65. Rampaging Flock of Birds or Swarm of Bats.
66. Belly of a Whale.
67. Pit of Snakes.
68. Gator Pond.
69. Husk of a Colossus.
70. Residential or Commercial. Furniture, Windows, Doors, and Occupants. Forges, Armories, Shops.
71. Mansions. Hedge Mazes, Dance Floors (occupied and not), Chandeliers, Staircases, Kitchens.
72. Taverns. Bar Room, Stable, Bedroom, Hallways.
73. Libraries.
74. Done. Large Sailing Ship. Deck, Hold, Mast, Rigging. Hazards of whales and water elementals.
75. Canoes, Rowboats.
76. Bazaar.
77. Riot.
78. Army in Battle.
79. Leper Colony.
80. Highways.
81. Bridges.
82. City Streets.
83. Giant Gears of a Clocktower.
84. Multi-leveled Scaffolding on a Huge Statue.
85. Moving Train.
86. Giant Spiderweb.
87. Sinking Ship.
88. Echo Chamber.
89. Horde of Zombies.
90. Room of Mirrors.
91. Multi-story Warehouse.
92. Astral Plane.
93. Ethereal Plane.
94. Planes of Air.
95. Plane of Earth.
96. Plane of Fire.
97. Plane of Water.
98. Positive Energy Plane.
99. Negative Energy Plane.
100. Plane of Shadow.
101. Plane of Madness.
102. The Fey Realm.
103. At the Mouth of a Planar Gate.
104. Antimagic Locations.
105. Sewers and Steam Tunnels.
106. Treasure Hoard.
107. Alchemist’s Laboratory.
108. Crushing Room with Wall Spikes.
109. Tightrope.
110. Narrow undergound river.
111. Giant Echo Chamber.
112. Belltower.
113. Windship in a Storm.
114. Great Cathedral.
115. Small Village.
116. Done. Fortunad Gypsy Camp.
117. Carriage Chase.
118. Torture Chamber.
119. Collapsing Evil Fortress.
120. Evil Ritual Chamber.
121. Minefield.
122. In and On a Hot Air Balloon or Zeppelin.
123. Moving Mineshaft Carts.
124. On the Paddle of a Paddleboat.
125. Nymph, Druid, or Dryad Grove.
126. Pit Filled with Slime.
127. Bottomless Pit with only Stone Rods to Stand Upon.
128. Opera House.
129. Masquerade Ball.
130. Negotiating a Deal at Dinner.
131. Rotating Room.
132. Surface of a Sun.
133. Haunted Forge and Armory.
134. Perilous Castle Full of Eager Virgins.
135. On a Glass Floor Over a Bottomless Bit.
136. A Graveyard of Corpses Trying to Pull you Under.
137. Frozen Lake, Under and Over.
138. Going Down an Avalanche.
139. Trapped in an Avalanche.
140. In the middle of a Sporting Event.
141. In the middle of a Large Battlefield.
142. Under Fire from Snipers.
143. A Flooded Prison.
144. Ladder-filled Barns and Haylofts.
145. Swinging from Ropes Along a Wall.
146. Fighting In Low or Reverse Gravity.
147. Fighting When You’re Entangled.
148. Fighting When You’re Drunk.
149. Fighting When You’re Dead.
150. Fighting When You’re a Deity.
151. Defending Your Dream Lair.
152. Tactics for Sentient Items.
153. General Advice for Choosing Companions.
154. General Advice for Solo Adventuring.
155. Strange Tactics and Maneuvers. Lassoing creatures, pulling them in.
156. Cost-Benefit Analysis. Knowing when to sacrifice something to save another, like do you save your buddy, or destroy the artifact that will control the world?
157. Being a Hero. Guidelines as to what the benefits of being heroic are, and how you can be heroic.