I'm an electrification commander.
Usually, its 2 ips, and a elec'd tf as skulk repellant, then for the first 3 minutes of the game, i need res nodes (OMG! NO ARMORY?! NUB CORNMANDORE!). I electrify the most outward resnodes or nodes nearest to thier hive first, but some special situations warrant an emergency electrification ie. skulks are closing on to the marine guarding that res node.
i stress upgrades, and i always get a1, w1, w2, w3, a2, a3, because armor upgrades give you more bang for your buck, while w2 is a much better investment than a2.
I almost always have 1 digit res, unless i'm saving for something, or my attention is directed elsewhere which warrants more attention than to spending it.
Rambos: love one or two every game, it'll keep the resnode ratio down.
Back-seat commanders: Commanders knows stuff that marines don't know, but also, Marines know stuff that commanders don't. Like if 3 marines get owned by a 2-hive Holy_Devil, they know its Holy_Devil, but the commander doesn't always, and he'll scream "NUBS!" and quit the game. I accept and respect the advice of my marines, but of course there are limits; The commander is still the commander, and the grunt is still the grunt.
equipment distrobution: Shottys are good enough, why hmg when you can have 3 shotguns? Also, if res is low, the better players/players who listen get the stuff first, not as a reward of some sort, but you know that stuff is being put to better use.
Strategy: Never let them breathe. If they have time to munch on resnodes, or munch on your cc, then you're not pressuring them hard enough. Keep moving forward, gaining ground, and shoot that hive!