Just thought of one more.
In any game, you end up facing these choices - to either take the simpler path, or create a difficult cut and then keep two battles going at the same time. And I see players getting into a pattern where they keep making that choice instinctively - to cut, and cut, and keep cutting - increasing the number of active battles exponentially, hoping that it will add up to the other player ending up with weak groups or maybe even a big capture down the road.
The higher level players have the experience to not just keep track of all those battles, but make efficient decisions about which are going to succeed and which can be cut loose. But on the flip side, I’ve seen plenty of other players bite off more than they can chew, and end up creating more groups than they can manage.
So that’s something I’m really trying to work on - to make each cut count. To not just cut because it will give me a local advantage in that particular fight, or mess up my opponent’s shape, but making sure each cut stone can run out and live, or reinforce something else I’m working on.
Other times I will actively choose not to cut, specifically so I can create a simpler/single fight rather than two riskier ones. Learning when to do that, and to always have a good reason for picking either route, has really helped my strategic thinking.