Maybe we could make this the Good Idea/ Bad Idea thread.

I just got the game yesterday. After a little random sampling, I decided to learn the game playing as TEC, because the descriptions of equipment seemed more relevant, and I decided to learn by playing Point Blank, since it seemed very simple and very combat-oriented.
The first two games were long, tedious struggles that had the enemy whittling me down as I kept expanding, buying stuff which would then get destroyed again, and falling back. At first I didn't even know how to build a capital ship. Then when I saw how tough they were, I started building ALL cap ships, trying to find the right combo to let me spread my rule with impunity. I would always spend a lot of time and resources building up more cap ships and colonizing asteriods, only to lose it all to the next wave of pirates or an enemy action my cap ships couldn't reach in time.
Then this morning, I started a new game. With my first, freebie cap ship (I made it the one with the Raze Planet ability, can't remember what it's called,) I sent it across to the enemy homeworld, did a little dammage then retreated. Cranked out about ten LRM frigates while basking in the healing glow of my repair platforms, bought a couple of levels, and went back for more.
Eventually, I seized their homeworld. Learning from something someone had said in this forum, I made it my mission to chase down the enemy, matching the jump-for-jump. It turns out I spent a lot more time developing my captured planets than I needed to. I learned that in a ring-shaped universe, it is trivially easy to wipe out the enemy once you have the upper hand in terms of fleet size. In fact, the only way to lose is to spend way too much time consolidating your forces and allowing the enemy to do the same, when the AI knows more tricks than you.
So basically, here's what I've learned so far about playing as TEC:
GOOD IDEAS:
-Building your one free Capital Ship right away, as soon as you develop your planet.
-Backing it up with some figates.
-Building a repair platform or two near your homeworld, or at any planet you hope to use as a staging area. It makes a great place for a dammaged Cap Ship to fall back to, and the AI doesn't seem to understand the tactical advantage you have there.
BAD IDEAS:
-Building tons of planetary defense early.
-Trying to go all-Caps.
-Sinking tons of money into tech wne you could just as easily go wipe them out now with brute force.
-Building on asteroids. There's just no future to it. Whatever you build will get destroyed by pirates in the next five minutes anyway. I haven't crunched the numbers and I'm not likely to, but it seems to me if you can't protect it, you shouldn't build it.
Spread yourself too thin in a game like Point Blank and you'll just make yourself crazy trying to put out all the fires. Yet, at the same time, you can't let the enemy have those planets. The most effective thing I've found so far is to protect the most valueable planets and don't build anywhere else. Drive your main armada around wiping out the enemy. If the planet's a keeper, colonize it but build defenses. And keep in mind that the defenses are really just there to buy you some time to recall your fleet. They won't actually defeat the threat for you.
That's what I think I know about playing as TEC. What areas can I still improve upon?