I used to spend hours playing around with the Debug Mode cheat in Sonic The Hedgehog 2. HOURS. ... AT A TIME! I still find some small amount of pleasure in glitching out games with unintended bugs.
CV3's moving platforms have some quirks that could be exploited in fan game designs.
Horizontal platforms are the best! So, if the bottom of the platform is 2 or 3 tiles below the bottom of a ledge -- one tile being an 8x8 pixel region -- Trevor will get blocked by the ledge. This roughly equates to the ledge bumping into his shoulders. At 4 tiles apart, the ledge is over his head. When a platform is 1 tile below a ledge -- brushing up against the underside of the ledge -- Trevor can pass safely through the ledge. Now, when the platform pass through the ledge, Trevor will pass through with it until his normal collision routine kicks in, at which point he will snap to the top of the ledge and no longer move with the platform. When the top of the platform is level with the top of the ledge, the same situation occurs.
You can pass by the ledge by ducking. I don't mean duck under the ledge -- ducking while on a horizontal platform avoids all collisions above the knees. Ducking to pass through/under a ledge and then stand up inside the ledge will get Trevor stuck inside the ledge, at which point he can either jump through it to the top or let gravity pull him down out of it. Exploit potential!
Things get fun when you add spikes to the equation. Spikes count as ledges, but obviously a special kind of ledge. While on a horizontal platform, Trevor can pass through spikes! Ducking under/through spikes and then standing up inside of them can potentially not harm Trevor -- and that's where I started having fun. The ledge collision routine kicks in if Trevor is high enough into the spikes, so he'll snap to the top of them. If he's too low in the spikes, he'll simply stand inside of them until the platform passes under him. If he's not too far into the spikes, he'll simply fall out of the spikes safely, otherwise he can attempt to jump out of the spikes. On the next step, Trevor's collision routine will process that there isn't a normal ledge below him and make him fall; if Trevor is falling and on spikes, he's dead -- which means Trevor has a very small window of opportunity to jump off the spikes. Of course, if there's a ceiling the spikes are attached to -- which typically there is -- he's skewered.
Vertical platforms aren't as fun. Spike collisions are checked as he goes up. Thus if Trevor is on a platform and it rises up into spikes, he's dead. However if the platform descends onto spikes, Trevor once again has a small window of opportunity to jump off the spikes. Another fun attribute of vertical platforms is that if Trevor is on one and it pushes him into the ceiling, Trevor will fall through the platform. Exploit that feature in your level designs!