I dropped off an email to that guy with the following info. Let's see if he responds.

1: There is a lot of fun stuff to do in the NYC hotel level, the second time you go there (when Paul is there and the big fight is about to start). Stand in front of Paul and throw some kind of grenade at the bookshelf. Paul will run into the bathroom and then start walking back to his seat. You need to stand just inside the bathroom doorway as he does this. If you are at the right spot, he will bump into you, walk into the open door, and start running. Right after you hear five footsteps, back away. Paul will slide (i.e. move without any leg motion, as if he's standing on ice) out the door and somewhere to the left. The speed of the slide depends on how long you take to back away.
After trying this a few times, you'll probably find that he often slides as far as the closet door but gets stuck on the door frame. If you position the comfy chair next to that door at an angle, he can bypass the frame and slide straight into the closet. If he manages to get to the opposite corner of the closet, he seems to get stuck and just stares at the wall without trying to come out. You can close the door and lock him in there.
This sliding effect can be seen in many other places too, but this is the easiest way of doing it.
2: Make Paul go into the bathroom as before, but instead of waiting for him to walk back to the door, go inside with him and put the frying pan from the shelf in front of the door, so that it's in his way. When he tries to open the door, he will run in a circle around the pan and make two or three revolutions before sliding off in some random direction. This is like a chaotic dynamical system; very small changes in the pan's position can cause him to slide off in completely different directions.

You can add other junk onto the pan to make him run in various interesting patterns. A fun challenge is to get him to slide into the bedroom or the shower, which is hard but doable.
3: Same thing as before, but this time, talk to Paul first (to call in the MIBs and troops) before sending him into the bathroom. The grenade explosion will usually attract the enemies' attention. Go inside with him and close the door. He will hear the enemy footsteps, stand behind the door and look down at the floor to see where the noise is coming from. Open the door briefly and fire a few shots into the other side. When they fire back, close the door immediately, so that Paul hears the gunfire and gets angry but can't leave the bathroom. When he starts running around, crouch and throw down a scramble or EMP grenade right in front of the door. Paul won't know whether to attack the MIBs or run from the grenade and will vibrate very rapidly as he tries to decide what to do.
4: In the Versalife MJ12 level, the MJ12 troops and the MIBs/WIBs are on different alliance groups and will attack each other if they see the other party shooting. Fire a couple of shots in the troops' quarters and when they get angry at you, quickly dart into the large lab room. The MIBs and troops will get into a big fight, although the MIBs usually win. If you get lucky, it's even possible to instigate the fight without firing any shots yourself; if you release the greasels and the MIBs kill them, the fleeing scientists will sometimes draw the troops' attention.
5: In the same place as before, find the MIB with the flamethrower and a gas barrel next to him. You can poke a hole in the barrel and if it's in a certain place, the MIB strangely won't notice the gas even though it's hurting him. This is tricky, as you need to position the barrel just right or else he'll run away, but it can be done.
6: In the NYC Streets level (the first time you go there), fire a gunshot or two in the train station where you start. The bums will all run around each other in a tight circle for some reason. Paul doesn't notice or care.
7: There is something strange about the door leading to Manderley's office the second time you go to UNATCO HQ, when Simons is talking to him. It rebounds off anything it hits and JC makes a funny noise if you bump into it. Bring a comfy chair and hold it up as Simons comes out. When he opens the door (by running backwards), you need to basically rush in there, place the chair behind you and close the door again before he walks out. Put the chair a little outside the doorway, since this door will destroy any inanimate object it touches, but not too far since it needs to block Simons from leaving. When he tries to open the door again, stand on the other side. If you placed the chair right, Simons will get stuck between the chair and door and repeatedly make the generic grunting noise when the door bumps into him. If you really get lucky, you may be able to squeeze behind the door with Simons on the other side, resulting in a loud, continuous chain of grunting noises from both JC and Simons.
8: In the 747 hangar map, after Paul tells you he works for the NSF, fire a few pot shots at the security bot, enough to get it mad at you, and hide behind Paul. Some of the bot's gunfire will inevitably hit him, causing him to go ballistic and mow down both the bot and any NSF troops he sees. When he has calmed down, he will berate you for "killing" the troops.