So I'm an Artful dodger Rogue, new to D&D (and obviously 4e) and I've come across some issues with forced movement.
1. It says you can't move them into walls, i dont see why not? cant they just take some damage and go prone?
Because they cannot walk into walls. You can only force them to move where they can normally walk.
2. I can't find anything on moving them into friends/enemies? can i throw one through a friends square off a cliff? can I hurl him at my enemies and end up with two prone zombies?
They can walk into their allies squares, and thus you can force them to move through their allies' squares. They cannot walk into their enemy's squares, so you cannot force them to move into those squares.
Not all forced movement involves picking them up and hurling them. Some forced movement involves simply enchanting them so they go waltzing some place different. Movement which involves them being knocked prone will include such things in the power.
3. Can I throw them into barred or locked doors in order to force them open? Can I use them to set off traps? Can i move them in circles? Can i follow them?
You cannot walk into a barred or locked door to force it open, so you cannot force someone to move into there. You CAN walk into a trap, so you can force move someone into a trap. (If the trap is hindering terrain, they get a saving throw against enterring it, but other than that, they are fully vulnerable to the trap's effects if the trap is triggered by a creature entering it) You can move them in circles if you like. You can follow them, provided they don't get moved through squares it is illegal for you to enter.
4. How do you best like to use forced movement to your advantage
Tons of ways. Forced movement can be used to trigger traps, but its most common uses involve tactical positioning. You can shove an enemy out of melee range of a character so he can move without triggering an opportunity attack. You can push an enemy INTO the range of a character so that he can attack them without using his move action or charging. You can push enemies into a handy 3X3 square so that someone else can blast or burst them with their daily. You can move an enemy into a circle of your comrades so that it cannot escape without taking a buttload of OAs, while all your comrades get combat advantage from flanking. You can move an enemy out of a flanking position and to the front lines. You can push a goblin off a cliff.
There are MANY uses for forced movement, but they all involve tactical use, and vary from situation to situation.
While we're on the subject, what's the general take on forced movement into damaging zones/walls? They aren't hindering terrain by definition, so RAW they don't get to save...but I find that a bit cheesy since most creatures can see the 3x3 spinning vortex of flame or whatever and thus give them the standard "save and fall prone adjacent" effect.
Prone is still a terrible condition to inflict on any non teleporting creature so I think it's pretty balanced, what say ye?
They can't avoid traps or hazards either, no matter how they see it. If you have a swinging pendulum that does massive damage every round to creatures in its area, it doesn't matter, it's not terrain and so you don't get a save. It's not only a matter of seeing it, it's also a matter of having the ability to do something about it, and terrain is something you can do something about.