Okay, you asked for it. Here's a bunch of random pointers I can think of. Sorry about the length.
- I typically sim game by game, checking the box scores after each game. I play out important divisional games, and all playoff games.
- Strategy wise, if my pitcher is going good I usually let them go until they're tired, and then take them out immediately.
- I almost never bunt, and I don't do many hit and runs. I'm much more likely to send a runner on a full count to stay out of a double play, as long as the batter is good at avoiding Ks or the runner is fast enough to potentially steal the bag.
- As a new player you're more likely to hurt your team by overmanaging than undermanaging, so be wary of that.
- Only steal against pitchers that are weak at holding runners (under 60 at holding runners with a base stealer at >80 speed and stealing and I'm going almost every time). Only with an absolute burner (90+ speed and stealing) would I try to steal against a guy that holds runners really well. Holding runners is more important than the catcher's arm, but a weak arm helps too.
- When stealing I usually use the steal button until there's a strike. (That button doesn't allow the batter to swing, and the base stealer only tries the steal if he gets a good jump.) After a strike is called I consider it too damaging to force the batter to take another one.
- If the runner fails to go before there's a strike called, and if it's a real good matchup and I still need that stolen base, I'll use the send forced button (which forces the runner and allows the batter to swing if they want to), but after you have a strike you have to be more careful about them pitching out. Sometimes I'll tell the batter to swing away once or twice. Once there are two balls you're safe from pitchouts and can send the runner without fear.
- When trailing big I often force my batters to take a strike before they're allowed to swing, especially if there aren't runners on base. Often you can work an easy walk or two this way, and end up getting your team back into the game.
- My biggest weakness seems to be similar to yours. Leaving a pitcher out there for one batter too long because their handedness matches up with the next batter's and he has big splits. If a guy is struggling late in a close game get him out ASAP.
- It's better to have a fresh righty go up against a tough lefty than to keep the lefty in when he's throwing batting practice. When a pitcher doesn't have it in this game it often seems like they REALLY don't have it, and will usually continue to not have it. (This is a pointer for me to remember too. Although I've have much less problems with blowing games late in this game than in previous ones.)
- If a player has the day off due to fatigue you can pinch hit them without any penalty. Just don't let them play a single out of defense or their day off will be ruined and they'll need the next day off too.
- And lineup wise I like my best two OBP guys up top. Preferably with a base stealer at leadoff and a lefty pull hitter batting second. (the leadoff guy steals 2nd then the #2 guy moves him over to 3rd giving you an easy run most of the times that your leadoff hitter reaches to start an inning)
- #3-#9 in the batting order I mainly rank by OPS, though a #9 guy that can get on base is nice for the top of the order.
That's all I can think of at the moment.
Oh, and if I want to put a dangerous hitter on base I always save my pitcher three pitches by beaning the batter. It's more fun too.