What we found we do different in the 2 rounds of CC so far:
If your ace killed a squadron and is on 1 health, retreat to the station (or gallant haven) to make him veteran instead of popping one more tie.
Flankers like Mk2 or arquitens more easily become veterans. Front shooters often fly into trouble and die, denying veteran status.
Engage slowly, so the big encounters are later than usual, to be able jump to hyper space in round 4. We lost many ships because they started taking damage in round 2.
If you use a small fighter cover it likely is fully destroyed and getting veterans is harder.
Veteran+ Liberty title gives 2 free squadron activations on 2 turns, add garm/asoka/comms net for more.
Veteran and weapon/defense liaisons dont work on the fly, get that token the turn before.
If you take only big ships it's hard for the enemy to get veterans. They also make the game swingy. Lose 2 isds, bad, have them survive on 1 hull each perfect! Not necessarily in the same fleet mind you.
What else did you find?