1) Save meter mostly for breaker. What's left will probably go towards ex-teleport and ex-lightning setups. Ex-superman and ex-shocker have armor(ex-superman is good for armoring through projectiles and occasionally getting out of pressure, ex-shocker leads to a full combo but is slow. I mostly use ex-shocker for anti crossup), and ex-shocker is hit confirmed into some combos where normal shocker won't work, but you probably won't be using either of those too much in most match ups. Ex-vicinity blast is almost useless, don't use it. Xray can be a decent use for meter, situationally of course. It's fast, has good range, safe on block, does decent damage, and aa's, so sometimes it's worth sitting on xray just so the opponent has to respect you.
Raiden's meter building is fairly average. He doesn't have a pressure game that gets him much meter and he can't really spam projectiles to build meter either(although you can throw out vb's fairly safely from full screen) but he does build decent meter from his combos and most of his damage isn't meter dependent, so meter management is probably less important for Raiden than some characters. Just don't throw out random ex-moves and you should be fine.
2) Disadvantages: slow, holes in strings, low comeback factor, high hitbox, lackluster pressure, poor zoning
Advantages: teleport is an amazing tool, strong footsies, strong whiff punishing, strong corner game
3) Conventional wisdom seems to say turtle Raiden is the best Raiden. Most people seem to say that Raiden is a turtle character and isn't best played by rushing down. On the other hand the most high profile and successful Raiden players are B Whizz and Perfect Legend, and they both play rushdown heavy Raiden's and in general turtle Raidens seem hard to find.
I prefer the defensive approach myself, but I think the key to rushdown Raiden is using teleport unpredictably to keep your opponents off balance. It's not easy to do, but it can be very difficult for your opponent to find a rhythm if you're constantly appearing behind them when they attack, disappearing out of their strings, and disrupting their pressure after even the tiniest of gaps. You have to be in their head. The second they think they've got your teleport figured out throw in an enhanced teleport and score a full combo while making them second guess their own reads.
I think rushdown Raiden is sort of a misnomer, though. You can play an aggressive Raiden, but even then rushdown Raiden doesn't really exist. Proper spacing is incredibly important. One of B Wizz's favourite tricks is to bait a poke, space it so the poke whiffs, and blow them up with b312. He can make you fall for it even when you know it's what he's doing. Raiden seems best at just outside sweep distance, that's where all his best options start. If you want to be up in the opponents face, trying to sustain pressure the entire match, you might want check out another character. Raiden requires lots of good reads and reactions and at times requires lots of patience and focus on footsies and spacing. Your damage is never going to come from mix-ups and chip - you can't just take it from your opponent, you have to make him give it to you.
4) 1212, 22, f23, and b2f1 jail, I think
5) Not to do: fullscreen yolo superman's and random teleports. Superman is full combo punishable and it's not as fast or unexpected as you think. Use it mostly for whiff punishing. Don't let the opponent bait it out. Teleporting leaves you standing next to the opponent defenseless for 19 frames. That's not something you want to do carelessly. Again, don't let the opponent bait it.
Do: Whiff punish. Make your opponent screw up, then punish him. Raiden does this better than anyone else in the game.
Make the opponent play your game. Raiden doesn't have to put up with anyone's shit. Frames traps don't exist for Raiden. Raiden can get out of pressure whenever he wants. Raiden can't be put in the corner. The opponent can't even touch you unless you let them. Good luck trying to zone. If your opponent isn't frustrated, you aren't doing it right. Your opponent should hate this match up.
6) I use 1~vb, dash, shocker, 33~vb, b3~superman(30%) for aa and dash, shocker, 33~vb, b3~superman(23%) after an air to air punch
Also useful for aa and anticrossover - enhanced shocker, 1~vb, 334, superman(30%)
7)
Use 1~vb, dash, shocker, 33~vb, b3~superman to punish roll and telekick and use d1, 1~shocker, 33~vb, b3~superman to punish ex-telekick. Don't jump much. Don't get hit by wake-up rolls. D4 is really annoying. Get her to whiff it then punish with superman.
8) I wouldn't do b312 after a jump in punch. It's slow, negative on block, and has 2 giant holes in it. In general it's not the best pressure string. B312 is more of a whiff punishing string used in conjunction with footsies. 1212, 22, f23, and b2f1 are all decent strings to mix in after a jump in punch because they don't have holes and leave you at neutral and with more options if blocked. If I am fishing for big damage off a jip I usually use 334, but b312 works.
If you do land b312 that is the most damaging combo. The other midscreen combos worth learning are 334~teleport, 1/f2/d3~shocker, 33~vb, b3~superman and 121/22~shocker, f2~vb, 334, superman.
In the corner you want to do jip, 334~vb, 4, 334, 33/f23~shocker, 33/f23~superman. 46%
It's also worth learning corner combos off all his other strings, though. Raiden should be getting at least 35-40% every time you touch them in the corner. At the very least know f24, d1~shocker, 334, f23/33~superman and b312, 4, 334, f23/33~shocker, f23/33~superman which both do 41%