There'a also the new fancy VF5S additions described in this thread:
http://freestepdodge.com/threads/list-of-vf5fs-gameplay-additions-to-5u.3338/
As far as stun types, there aren't really categories. But if it helps, you can remember them as three kinds: shallow (ex: most characters' 3k), heavy (ex: most characters's 3p), and unholdable (which I believe is only sit down stuns, as characters in bound are considered to be airborne). The degree of stun is determined on a per-move basis, based on stun inflicted and move type. In training, you can see the frame advantage of the move on hit (and also with stagger escape set to various speeds) to see if a move's stun causes a shallow or heavy stun.
As a general rule, in DOA4, shallow stuns were meant for frame advantage. The stuns were too short to SE from, and the opponent could block at the end of the stun. Heavy stuns were meant to force the opponent to make a choice (hold or SE). A lot of this still applies in DOA5U. I think there are also some heavy stuns in DOA5 that force the opponent to wait to be able to hold. Unholdable stuns offer no choice to the opponent. So that's it, how I understand them in a nutshell. Hope it helps.