seems like a good start.
One thing (you sort of mentioned this) which I thought helped me out a lot was to always keep in mind which way I would be printing the object while designing. Then make sure every feature in the Z direction occurs at an integer multiple of the layer height you're going to print at. This just prevents from relying on the slicer to do the layer rounding for you, which can have mixed results and seems to be different for different slicers. The most obvious place to notice the rounding by the slicer is when it calculates the Z separation between the part and support material. A lot of times 1 layer height can make all the difference between supports that break away clean and supports that you have to scrape off with a razor blade. I found if you want any chance at consistent results you better just design the thing in exact multiples.
also one thing I like doing is applying a texture vertical surfaces, like dimples or some kind of diamond pattern (image attached). In sketchup I make one tile with the feature, array it large enough to fit the part, then wrap it along the surface of the part with a shape bender extension. I started doing this because it makes the layer lines much less visible. Especially if your individual layer heights are not perfectly consistent throughout the parts, just building in some texture can clean up the look a lot.