The way I think of it is similar to dbyrne's (maximum damage/biggest nuisance). What you want to do is force the other players to spend as many actions as possible to deal with each one of your actions, where "force" means doing something that, if not dealt with, will put the other players in danger of either having too many outbreaks or running out of cubes (or make them feel like they're in danger).
For example, you might want to locally infect places that either take a lot of travel time for the players to reach, or which are likely to coincide with other infections and cause extra damage. You might also try to do nasty things at key times; it's a lot tougher if a player has a hand full of cards and are about to cure, and are suddenly the only one close enough to deal with a big mess. Remember, the game itself is trying to make you win too, so you just have to help push it over the edge. Even without the bio-terrorist, the players are often not that many actions away from losing. You just have to make them spend those actions elsewhere (or cause them to lose a little sooner).
Starting near one of your cards
Often good. But if the opening board state is such that you think you want to be elsewhere, go for it. Maybe you can manage to cause an extra outbreak near the beginning of the game!
Drawing and discarding cards
You'll certainly want to draw sometimes, and some discarding is probably fine. But it depends strongly on the situation. If you're having trouble getting to places to cause trouble, you probably want to draw. If not, you probably want to wait to draw until it's been a while since an epidemic and you can draw without removing cities that you'd love for the game to infect for you. Discarding cards can dilute the pile a bit, but if it allows you to do some real damage, it's well worth it. And if you discard a card that you actually want the game to infect for you, that's great!
Eh. It's certainly bad if you've got a hand full of cards and grand plans for them, or if you let yourself get captured without much work from the players. But if you can taunt them into spending a couple turns chasing you instead of cleaning up the board, it's probably worth it even if you get captured in the end. In general, especially since you often don't have a ton of cards anyway, getting captured isn't that bad.
Interactions with roles
The Operations Expert is probably the most obvious one. The other main one is probably the Medic; if you're trying to cause outbreaks, you should obviously avoid spending too much time on one the Medic can just clean up in one action. The Containment Specialist can do the same thing, to a lesser degree. In some cases, the Dispatcher could also muck up your plans by providing some more efficient travel, but it should be pretty easy to plan around that.