If you see that your neighbour could only afford to build one of your cards, and you can’t or don’t want to play this card yourself, it can make sense to bury it, although you’d like to play another card. However, only consider this if your neighbour is a strong player resp. (currently) better than you. Keep in mind that your next but one neighbour gets this hand after.
If your next but one neighbour could need one of your cards badly (e.g., the last Science symbol that would complete a set), consider not to bury it. Hand it over to your neighbour and let him/her do the (often disadvantageous) action of burying a card. However, this might only work if your neighbour is an attentive player.
Many tactics depend on the number of players.
A 3p (and 7p, but this doesn’t work so well with many players) game has the fewest brown resources per player. By burying specific resource cards, it’s often possible to make it impossible for one of your enemies to complete his/her Wonder, especially for those Wonders that need 3/4 resources of the same kind. Keep the Caravansery and Alexandria in mind.
A 4p game has the fewest gray resources per player. Depending on the Wonders in play, it can make sense to bury both gray cards of the same type (resp. build one and bury one). Keep the Forum and Alexandria in mind.
3p (and 4p, but works better with 3p) games have one military card per player per Age. If you build military yourself, burying a military card ensures that you win against (at least) one neighbour. However, this is probably only worth it if you need the specific Wonder stage and/or you can’t build the military card yourself.