Easy start is easier, but only if you store your destroyer immediately (if you only want to fight). Bringing your destroyer slows your fleet too much, and causes small pirate fleets to run away from you (because your fleet has more than 10 DP).
Honest trader start: The only good starting option is the one that gives lobsters. Selling them gives more money than starting with 4,000 more credits. More money is more useful than free Hermes if there is a shortage when the game starts, and you can buy more food with more starting money.
If you know you want a Lasher/Cerberus/Vigilance, you should use the suicide exploit (i.e., store and spend all, suicide as broken shuttle flagship) a few times immediately after starting a new game.
Toll trolls, as posted above by others.
No energy weapons (other than mining laser) in open market.
Most weapons require welcoming or higher relations before they can be bought in a military market. Early game is hard because of very limited access to stuff even if you can afford it otherwise. By the time you raise relations high enough to access stuff, you are already in the midgame.
Independents have no military market. Reputation above suspicious is only good as a cushion of how much you can sell to their Black Market before you lose too much.
Most factions use the same ships. Even Tri-Tachyon, which used to be all high-tech, now has lots of midline and even some low-tech ships. Most of the others are Hegemony clones.
Tri-Tachyon continues to sell more low-tech and midline ships that every other faction sells, yet Tibicena is the only place to find high tech ships aside from Wolf and Dagger wings. They also refuse to sell the Astral, even after I bought about dozen Odyssey and Paragon capitals.
Augmented Engines hullmod. I strip it from 20+ freighters when I am ready to haul tens of thousands of food or supplies. After I reach my destination, I add Augmented Engines back to all of my ships.
Flux Coil Adjunct is unlocked after I get Miniatured Capacitors perk, and I no longer need the hullmod. If I raise Flux Dynamics past 5, it is because I want the Miniatured Vents perk at 10, and Flux Distributor hullmod (unlocked at 7) will be nearly useless by then.
Advanced Optics hullmod requires Applied Physics 7, in a skill I would otherwise skip, because +1% flux capacity per level is less useful than almost every other skill.
Frigates get much more burn from high Navigation skill than all other ship types. I almost never use anything bigger than a frigate, except when hauling commodities in an Atlas fleet, because high burn speed is critical for exploiting events.
Leadership and Fleet Logistics is mandatory just to pilot most capitals.
The fastest way to level is to exploit shortages. If you want to powerlevel, get max Leadership and Fleet Logistics as soon as possible. XP will roll in quickly, and you can level quickly to get the max Combat and Technology (i.e., everything). I like to powerlevel and get everything, but I rather fight battles than exploit shortages to do so.
Valhalla system. Places of interest are far from the gates, and if you trade at most of them, you anger the opposing faction. I cannot zoom all the way out to view the whole system (and I need to right-click and drag).
I order my ships to rally somewhere to get away from an enemy, but they refuse. The only way I can fool the AI to disengage and rally elsewhere is to order an escort to another ship already at the rally point.
Pursuit is usually a gamebreaking trap option. You pursue when reputation is below -70, and you permanently seal off access to that faction's bases. Nothing is worth that.
Boarding. Even with hard dock, your best chance of success is not in your favor and results are totally random.