AbdulAlhazred
Legend
Start of Your Turn: At the moment you delay, carry out the start of your turn normally.
So "start of turn" stuff actually does happen. You'd get Font of Life Saving Throws and etc., regeneration would happen, so would ongoing damage, and you'd lose any beneficial effect that was EoNT (stun an enemy, marks, self-buffs, etc.,) because you cannot use delaying to increase the duration of effects. Then when you re-insert yourself into the order, the normal start of turn things don't happen, you just get your Move+Minor+Standard and then the harmful EoNT gets sorted out (if you were weakened, dazed, needed to make a normal saving throw, etc.)
Exactly, which makes DS's claim incorrect. His error is thinking that you decide to delay or not AFTER you process the start of your turn. In fact you decide to delay BEFORE any of your turn happens. At that point all 'bad things' that happen at turn start happen and all good things that end at start of turn happen, then all bad things that happen at end of turn happen and all good things that end at end of turn end.
Now when you reinsert into the turn order you do another start of turn sequence where all the good things happen that kick in at start of turn and bad things end. Then you do your actions, and all the bad things that end at end of turn happen along with all the good things.
I won't say there aren't any possible loopholes in all of this, but the general idea is you never benefit from anything good for longer than normal by delaying, nor do you delay the onset of anything bad. Ongoing damage and such bad things will NOT happen twice.