From the Dungeon Master Book (from the Dungeon Master's Kit):
Traps and Hazards
False-Floor Pit (Level 1 Trap)
Rockslide (Level 1 Hazard)
Spear Gauntlet (Level 2 Trap)
Magic Crossbow Turret (Level 3 Trap)
Pendulum Scythes (Level 4 Trap)
Whirling Blades (Level 5 Trap)
Poisoned Dart Wall (Level 6 Trap)
Glyph of Warding (Level 7 Trap)
Flame Jet (Level 8 Trap)
Electrified Floor (Level 10 Trap)
Spectral Tendrils (Level 13 Trap)
Field of Everflame (Level 18 Hazard)
Entropic Collapse (Level 23 Hazard)
Soul Gem (Level 26 Trap)
Sphere of Annihilation (Level 29 Trap)
Fantastic Terrain
Blood Rock
Bolt Stone
Cave Slime
Defiled Ground
Fey Circle
Illusions
Mirror Crystal
Slides
Spiderwebs
Almost every encounter in the various Essentials adventures has additional fantastic terrain. The only other traps/hazards are a Falling Portcullis Trap encountered towards the end of the DM Kit adventure.
The Rules Compendium has rules for Traps and Hazards, but none of the actual examples from the DM Book. It describes the same fantastic terrain, with the exclusion of slides, but does not include the information for scaling terrain effects to different tiers of play that is in the DM Book.