Nice. I would add the following (which apply to all factions).
(1) Be aware that when you switch to Free Market, your garrisons no longer act as police and that combat units outside your territorial limits create two drones each in their home bases. So before you switch to Free Market, you have to make sure your scouts don't wander too far outside your territorial limits.
(2) Energy credits in your account don't do much. While it is important to keep enough to switch to free market, you should be spending your credits rushing facilities and units. Facilities are a flat 2 credits/mineral, but the cost to complete units depends on how many minerals are needed to complete the unit.
(3) A probe team, even an armored probe team, in a base or a stack is destroyed if another unit in the base or stack is destroyed and there are no non-probe teams left. If you go the armored probe route, you need to designate it as the primary defender so that it defends first.