It would seem that TRAM is just a low latency memory that to store the temporary texture, eSRAM is embedded SRAM, typically SRAM is faster than DRAM. From what I know, the PRT is like a HW implementation of the "mega texture" (clipmap), so it would make sense to have a fast access memory to stage the texture.
Block Compression is just a generic term for image compression algorithm, in this category the image is divided into 4x4 blocks and the group of pixels are compressed. Think of it like JPEG images with high comopression ratio, the "block" artifact. I believe that D1-D3 means is just diff compression algorithm for diff image types, and in the case of D2D, it seems that they recommend just use D1-D3 since all DX9 hardware would support it.
Hope this helps, I'm quite behind on DX technology so don't quote me on this