I can give you a few good rules of thumb about quick start. The days of yore when no quick start was the norm is when I was at my best.
Not to make a duh statement, but quickstart essentially puts you about at where you would be at 10 minutes into the game. That's the way I see it. The mines are built. You already have a cap factory. You already have two scouts. Your homewold is at full population.
If you want to play quick start, here's my general rule of thumb:
1. You can build up to two labs of your choice ( i prefer 2 logistical so I can tech for ice/lava )
2. You should start queing up a mix of light frigs and scouts (or a colonizing frig or two if you don't pick the colonizing cap) until you max out the first tier of units. If you're playing on normal this means ballpark 5-10 light frigs, 10-20 scouts. Depends on play style.
3.I personally like to send my colonizing cap to colonize the roid because of colonizing bonuses. That's just me. The go two way method works. I think there are times when most people would but I won't, but yet other times when I would, but other people wouldn't.
4. Quickstart makes it so much easier to get the game going. Keep the amount that you tech early low (keep it to ice/lava, and maybe some basic military upgrades), but keep the fleet large. The bigger and faster it grows, the faster you'll expand and get a bigger going.
5. Watch some replays. Astax has a post in the multiplayer section of the forum with a couple of replays. Those should help you get a feel for what the game currently plays out like. Check out the one what is a scout rush. That was especially fun.