If it's sticky (if you succeed by at least +1 shifts) the aspect will last the entire scene (within reason).
If it's fragile (if you succeed by the bare minimum) the aspect will be extremely temporary and as soon as you tag it, it goes away.
So, in the first example, you could rack up a bunch of stickies, then tag 'em all for their total bonus.
In the second example, you'd probably have to use the fragile aspect on your next turn.
Maneuvers can target a person or scene. They rarely target a zone, so you couldn't do a zone-wide maneuver.
So you would have to be careful with scene aspects, like "dimly lit" or "floor on fire" because there's a good chance your GM will make that bite you in the butt. ( I would).
Sometimes, I let maneuvers take people out...usually mooks. Like an 8 shift(legendary) "tumbling debris" maneuver might cause people to be pinned under rubble or become so hampered that they're effectively out of the fight. I might use it as a concession, for instance. That shouldn't be used across the board, though and you should use the Power of the maneuver as a guide for how powerful the effect is.
Some people don't like it but I tend to use the Power of a maneuver as the strength of the effect often. I find it keeps wizards from whipping around 10-shift maneuvers like "Earth Tremors". To me, a 10 shift earth tremor will take down small and fragile buildings. It's the kind of thing you use sparingly if you don't want to kill people.
It gets harder to adjudicate at higher refresh when you HAVE to do Powerful maneuvers to get them to stick to enemies...but honestly, I think a Powerful vampire or Skinwalker can stand to have a building fall on them without getting hurt. An average-joe mortal can't.
My point with that is this: Often times, if you put a maneuver on someone like "floor on fire", you might not have to ask the question, "does this do damage to people?". Sometimes it complicates combat, sometimes it takes out mooks or causes them to retreat and sometimes it does nothing at all.
A maneuver could be virtually anything:
Water maneuvers: slippery floor; wet; foggy;
Air maneuvers: foggy; windy; breezy; Gusting winds;
Earth: uneven terrain; dusty; debris;
Fire: On Fire; Smokey; Boiling Hot/Scorching; Ashes Everywhere!
Other aspects like "disarmed"; tripped; Blinded; prone; are good aspects as well but, lately, I've liked them less. Instead, I like to do a maneuver like, "sand in the eyes" instead of blinded. Because it's a little more generic and can lead to other complications other than just "blinded". And that way, if they turn down the compel and choose not to be blind, it still makes sense if they have "sand in their eyes".