So I noticed some helpful things on AR that probably you all know, but anyhow:
1) Enemies don't destroy their own important structures. They'd rather destroy structures that are just there for decoration. Useful to think about this when you want to strike from a side but you fear they'll steamroll through their Bolt Tower to end you.
2) After the midpoint of the 7 turns, the enemy will start to mobilize instead of waiting for you to get in their range. You may as well let them come after you if they have a really problematic team setup that will obliterate one unit trying to bait them all. Coupled with the above, though, some teams end up getting themselves boxed in that it may just be a matter of picking them off one by one using long range attacks. Sometimes that's better than letting them cream you, especially if they have a dancer/singer.
3) Speaking of dancers/singers, L!Azura can be pretty stupid if she happens to be able to strike someone in two spaces and no one else on her side can do it instead of her, so let her fall to her death if you can weed her out.
4) Have Aversa in some of your teams. So many enemy teams like abusing buffs and stick close that she can put them into a panic, assuming her HP is high enough. (I'd bring up other useful units, but so many are strictly behind orb sessions. Micaiah stands out for being a good RES wall that ends horse units, though I think a Felicia does her job just as well.)
5) About the tile traps, try to find out which are the real deal when no enemies can approach you (or before the midpoint). That can save you from committing big mistakes.