We use knowledge skills for monster ID, and since most of the group has/have had a DM's cap on, there is a lot of metagame knowledge at the table.
In my opinion (and how I work it) for the extra bits of info come from the most visible abilites of the critter (although I have more than 3 levels). Using spells as an example, if something is hard to overcome with spells it may be because of SR or good saves (a higher roll figures out which):
The lowest check gives monster type and the type's general abilites.
then:
1) Movement modes: speed, teleport, flight, burrowing.
2a) Most obvious or spectactular attack routines (and possibly side effects): lots of attacks, grapples, swallowing, spells (including spell-like powers), roars/screams/yells/auras/etc that cause conditions. However I do not include mechanics but use general terms, and it is not always the thing that causes most HP damage that gets noticed.
2b)Most obvious defenses. blunt weapons for skeltons (not easily damaged with spears, swords and similar weapons), needing a specific material to hurt (but not necessarily which material), fast healing. Not harmed by an energy (again general terms like resistant, hard to hurt and immune used).
3a) less obvious attacks, more those things that are by-products of being hit for HP damage: diseases and poisons that take a while to affect someone. the (as metioned) potion destruction.
3b) less obvious defenses: SR v good saves, little used methods against the critter ( like poison).
Even with an amazingly good roll I will not give out exact damage ranges.