While I believe I understand the risk/rewards of many aspects of ground combat, tracking logistics and manually controlling the air war beyond turn 1 are weaknesses of mine. I also struggle with maintaining combat preparation points for my armies, and use my Panzers for too many attacks while trying to create pockets. I hope to rectify those issues for this campaign.
I also have not been able to capture Odessa once, and doing so cleanly (and mastering port isolation generally) is one of my other main goals, as is facing my first in-game winter with intact divisions and supply nets (most of my games have stopped circa Turn 11 to 13, as I experimented with different openings).
Admin Stuff:
I spend a lot of time in the first turn trying to get the overloaded HQs back to normal, get better leaders in charge of the better divisions, and to attach the AG or OKH-reporting corps units to the weaker armies. AGS in particular starts out ready to be badly overloaded, 17th Army in particular (a problem I can't really deal with until the Slovakian Corps becomes unfrozen).
1.) I move all of I Corps divisions into L Corps since Lindemann is a better leader than von Both, then attach L Corps to 18th Army. Polizei and 83rd Divisions go into I Corps instead, and are assigned to pocket clearing.
2.) XXIII Corps is attached to 16th Army, while 4th Panzer Group's infantry divisions are assigned to X Corps, which I then directly attach to the Panzer Group as it's weakest of the four and holds pockets less effectively.
3.) I attach XXXXII Corps to 9th Army, and put VIII Corps into the 3rd Panzergruppe, which has no foot infantry (so these divisions will recover CPP ASAP after racing ahead to catch up with the motorized units by turn 3 or 4), so it can be capable of punching holes later. I've not tried this and hope it works. 9th Army has tended to get a bit spread out in the Smolensk area, holding a longer northern front and its immediate eastern front, so maybe this will help that formation retain some flexibility too.
4.) Various reserve corps/divisions behind AGC are attached to 2nd Army so it can clear the Pripyat Marshes and hopefully free up 4th Army's southern flank by turn 6 or 7.
5.) XXXXVI Motorized Corps detached to help 1st Panzer Group, since half of its units are frozen on turn 1.
6.) LI Corps attached to 6th Army, as is one of IV Corps' divisions to try and reduce 17th Army's CP load. Various army-subordinated divisions are attached to corps that can handle them, in particular 4th Mountain Division into the XXXXIX Mountain Corps.
7.) Finally, following the advice of others, TOE for all frontline divisions set to 50 percent, to be returned to 100 on a case-by-case basis.
Turn 1
My opening turn is likely to be fairly conventional by the standards set by the other players I've observed here, and not too exciting for them. Air directives mostly come from the voluminous War Room thread on ideal Turn 1 ADs for maximum VVS destruction for minimal LW losses. Results below, with level bomber losses coming from unescorted missions:

In my first games, I tried to pocket most of the rifle divisions on the immediate front line so I could save my forces from fighting (also remembering WitE1's necessity of forcing surrenders rather than routs), but too many of my infantry divisions had to stay behind eliminating them for several turns, and casualties seem very light attacking all along the line on Turn 1 anyway. So for this one, I've tried to rout or push aside as many rifle divisions as possible, while still trying to pocket or avoid the tank and mechanized divisions so I can grab their trucks. I'm not sure what the optimal truck pool size is, but I am arbitrarily trying to keep it above 10,000.
As a result, AGN attacks all along the line and clear out as many fortified areas and rifle divisions as possible, and advance as far as possible (knocking units aside as they go) in the hopes of freeing up the roads for the panzer divisions.
I assigned Totenkopf to LVI Motorized Corps, which takes Riga, while the remainder of the corps scoots along the Daugava river, but due to FOW movement being on (which I'm trying for the first time) I screwed up my pathing and couldn't take Daugavpils with the Corps like I normally do. I had to leave that to XXXXI. Motorized Corps, which was able to knock the airborne brigades out of the vicinity of Daugavpils and move along the north side of the river towards Polotsk.

Meanwhile, 2nd Panzer Group goes for Minsk, capturing it and knocking divisions out of the roads to Gomel and Smolensk, while XXXIX Motorized Corps from 3rd Panzer Group seals the Belarus pocket from the north. Pretty typical strategy here, though I'm a tiny bit concerned about the two-hex gap near the tank division that 1st Cavalry failed to rout in the southern part of the pocket...

LVII Motorized Corps, meanwhile, tries to advance as far north as possible, crossing the Dvina to try and snag the road network outside Vitebsk. The goal here is to deal with problematic river crossings far in advance of the Soviets' ability to throw up lines filled with reserves before the infantry can catch up, and it will cause any defense formations to be distended and have gaps. 4th Panzer Group refusing to head north is part of the strategy here, as hopefully the Soviets will defend Pskov heavily and allow no less than three panzer groups to repeatedly pocket the troops in the center and further hobble stable line formation (I've seen the Soviets totally strip the Leningrad front to defend the center and hope to repeat that here, so 18th Army can sneak up on it through Narva).

Meanwhile, AGS doesn't go for the Lvov pocket in the hopes of bagging a much bigger pocket on turn 2 by linking up with the Romanians.
I have also found in past games that roughly half the time, the AI chooses to heavily defend the road and rail network extending northeast towards Kiev by stashing lots of divisions directly north of this long 1st Panzer Group spearhead in the Pripyat Marshes. This means that if I can race to link a corps from 2nd PzG with 1st PzG at Chernigov (or thereabouts), I can bag an absolutely huge pocket in the marshes and put the Soviets on their back heel for several turns. By that point, the three panzer groups in the center threatening Moscow are causing vast parts of the front to become relatively undefended and vulnerable. Again, hoping to repeat that here. This is another reason the extra motorized corps in 1st Panzer Group is useful (2 motorized corps can do pockets in the south while the other two head for Chernigov). The one challenge is if the Sovs mount a defense near Gomel: crossing all those marshy rivers is extremely tough with motorized formations. We will see.

Turn 1 ground losses - almost no tanks lost! I've been stupid with the panzers before so this is good.

Feedback welcome on my performance! I am really trying to learn this game better and hope to get some responses.