Over the past month I have gotten much better at my macro and micro mechanics using ohkurwrong's coaching tactics of pure-bio builds in each matchup until I start to stagnate in success. In this time I learned how to do multipronged attacks better as well as keep my macro up at home so that a counter attack to a few drops isn't lethal.
Now I am regressing, losing lots of games and I've sat and watched replays to look at where I am going wrong. Other than simple macro mistakes of not being able to spend my money well and getting supply blocked I have found that I simply lose too much army on "risky" two pronged attacks with low-tech and let my opponent get to their late-game unit compositions. All Tech beats rax units fairly easily because of AoE damage.
So now I am looking to move on in build but not in strategy, to have enough aggression that my opponent feels uncomfortable. It's time to reintroduce tanks, vikings, banshees, hellions, and thors to my game and possibly start making different builds for my vZ,vT, and vP games.
This is where I am stuck. I'd like to continue aggressive macro builds in all my matchups but I'd also rather not try and "innovate" because of how streaky I can be with macromechanics so any build I do could probably be done better by another "order".
The meat and bones of my ponders come with whether I should take earlier tanks and expand my map control when I have enough tanks to cover more area (effectively turtling) or build things like hellions or banshees who can secure map control with good micro as well as harass an enemy base for scouting and economic damage purposes.
The earlier tanks sound more appealing to my lower APM but also don't allow for easier scouting as well as a weakness in early game as I try to expand as fast as possible. (1/2 rax FE) Other issues fall in with feeling very paranoid about attacks and letting opponents feel safe.
On the other hand with hellions or banshees they have the potential to end games, screw with my opponent's macro while I keep my own up, and scout the opponent's army as well as force army/static defense in the main base that could be better used toward tech/army production. Unfortunately, if I forget them for a moment they could be gone and the advantage swings heavily in my opponents favor.
At the moment I am leaning toward turtle, but I have to make sure it is an effective turtle type build that wants to get a 3rd faster and whatnot. Both instances I'd like to try 1rax expanding and surge into a midgame army production lead that can't be matched.