The Apogee start is probably the best long-term starter, but the ships are slow in combat. If you want something that can fight a bit more easily, Hammerhead start may work. You will grind a bit more if you pick the classic frigate starts. My recommendation is Apogee because not only it is useful even in endgame, but also it is a decent exploring ship.
Grab commission for more monthly income. Avoid fights with enemies that are major factions because if you resign later (which you may want to after you get colonies started), reputation will be restored to pre-commission values. (If you fight your new enemies, your original rep will take a -5 hit after each incident.) Note, military markets do not have the hardware they used to have in past releases. The main point of commission is more monthly income to help you get started.
Open Market in 0.9 sells more military ships than before, albeit heavily damaged (aside from reload bug).
Abandoned stations, like the one next to Asharu, is a good stable place to store items for free.
You may loot the abandoned ruins at Maxios in Magec, and find blueprints or special items.
Durzhk may have more random planets, which may be good for colonization.
Named bounties are sub-par in rewards, and their difficulty spikes up too early (scaling is time-based, and calibrated too fast). On the other hand, pirate bases are rewarding and often easier (usually incomplete tier 1 orbital station) than deserter bounties that pop up late in 206. Avoid Pather bases because they are nearly endgame strong (big fleets, tier 2 battlestation).
System bounties are more useful. If your main source of ships early is what you can loot from the enemy, Enforcers and Mules will probably be your workhorses early.
Harbinger with three Typhoon Reapers is the new Hyperion-like cheese ship. If you find one, take it!
My main income early is exploration missions and pirate base extermination. It is a good idea to explore to help find a place to place your colony.
Colonies is a late-game or endgame feature. That said, if you do not want commission, you want to build a colony before your two year Galatia stipend runs out. To get started comfortably, you want a late-game fleet and at least a million credits.
Stability, accessibility, and hazard rating are very important colony stats. If you have commission, now is the time to resign. Having more enemies beyond pirates and pathers will kill accessibility and eat into your profits.
Terran planets with 75% hazard and some resources are ideal, but if you cannot find them, 100% or 125% hazard planets are tolerable.
Industrial Planning is practically a must-have skill. The choice is who gets the skill. You, an admin, or alpha core?
After a while, your colony will be attacked by a large pirate fleet. Later, major factions. Do not neglect colony defenses. After you build a colony, colony defense will dominate game play.
Special trick: If the colony has Decivilized, you may remove it by abandoning the colony then rebuild it!
There is an infinite money trick with Commerce and some special items.
Special, tech cache mission: There is no penalty for keeping the reward for yourself instead of honoring the deal.
Using Alpha Core as a colony administrator (instead of as an industry accessory) will turn it into a sticky cursed item after it governs long enough.