The problem is you cannot divide the game like that. If you lock the game to pure t1 stage you have essentially turned uef v aeon into a complete autoloss situation. If you lock t3 stage how in the world do half the factions deal with uef t2 stage once they really get going with pillar/shield/arty?
You simplify the game but it’s to the detriment of actually learning the game, instead you just learn what faction has an advantage and accept the fact you have been restricted from half your tools to respond to it. Imagine getting a navy map and you have Aeon frigates against Cybran frigates AND you can’t even use torps. The game is just boned.
We have a couple guides written out to set people on the right path:
Blackheart’s guide is intended for you to get in the right mindset on what you need to do to see improvement
https://forum.faforever.com/topic/1222/how-to-improve-forever-6-laws
My guide here is meant to teach you the macro relationships in the game which allow you to scale up properly. This is often all you need to focus on to get to around 800-1000.
https://docs.google.com/document/d/13S4nBDfcBK4WmFtykXGKNmvIPe9L2nbiriISpHNgE4U/edit?usp=sharing
arma here wrote a guide focused on more of the gameplay nook and cranny elements that can help you slowly improve from a rating level to another rating level once you fix the errors.
https://forum.faforever.com/topic/766/ladder-1v1-beginner-intermediate-and-advanced-topics-by-arma473
Generally there are two more guides I want to write. I want to write a guide on engie managements to explain how you can decide where to send engies on a map and I want to write a guide on tempo in FAF to explain how to zoom out and gauge the game situation to then decide on a strategy.
There were also plans to write guides that explain how to expect to play maps that go into the <500 pool on ladder but it kind of lost steam.