I'm Raltiir's opposite... play lots of NR, almost no EotH. I don't think I can be as detailed as he was, but...
The NR actually starts off quite potent on the ground. Your Era 1 light vehicle factory can churn out airspeeders and armored freerunners, which should be the bulk of your ground forces (until you replace airspeeders with V-Wings in era 3, though these are built by the heavy factory). Your isolated planets in many GCs can actually be relatively easily defended on the ground even if you can't get space units there to protect them, just put down a couple of cheap light factories and churn out a solid garrison of airspeeders and freerunners to rush the landing zone the moment the ground battle begins, and just wait watching units be slaughtered as they land until the AI gives up. Bonus points if you spend the time using an infantry unit to capture and upgrade build pads while doing it.
T2-B tanks are useful if the enemy's rushing a lot of stormtroopers and can kite well due to their shields, but overall I think the freerunner superior due to its heavier firepower and hull strength.
The heavy tanks and artillery I tend to consider inferior to others, and I don't use them all that often. Really, your ground strength is in Jedi heroes (incredible damage soaks that can be easily healed and boost all your other ground forces), your mobility, and your early air dominance which can allow striking behind enemy lines. There is no need to take the time bringing up the T4-Bs to slog through the turbolaser tower line if your air force has already taken out the generator.
Space is a bit different. Without your heroes, especially early on, space is a bit rough. Your main strength is in your fighters and bombers. Every fighter you field has shields and missiles (except I think the Defender?), and against anyone your fighters are simply better and will be able to slaughter theirs unless badly outnumbered. This advantage does decrease a bit over time - it'll still be there, but preybirds and the like start to make your life a little harder on this front in later eras. Watch for enemy anti-fighter ships, these are higher priority targets for the NR than they are for the other factions.
In terms of capital ships, you start out weak, but in later eras get very strong. The MC80 is not worth building - ever. The MC80b is better in every way, and for only a few hundred more credits. It still can't stand up to enemy caps in a toe to toe, but with power to shields they are excellent tanks and perfectly suited to hold a line, and lack a targetable shield generator. A few MC80bs with a group of dreadnaughts using power to weapons behind them can stand quite well against comparable forces, and effective use of fighters will be what tips the balance in your favor.
Later on, the MC90 should be built instead of the MC80b if you can afford it - again, simply better in every way, and able to absorb a ton of damage. Nebulas don't have the durability of the MC90, but they're still pretty buff and can dish out a lot of damage very quickly with power to weapons. The Endurance is great, and every fleet should have one or two - but only that, and only use one at a time unless you are going for fighter spam. It has a 7-point pop cost, is expensive, and is fragile with limited firepower of its own... but it'll toss out a lot of your better fighters later on. Keep it safely behind your other caps.
Frigate-wise, the Nebulon B exists to distract fire from your other ships - the AI seems to like targeting them early on, but if you're not paying attention and you don't hit PTS in time, once their shields go down they're pretty worthless. Assault frigates have some utility if the enemy's fighters are a bigger threat than his caps, but this is rarely the case. Until you get BACs, I pretty much only build dreadnaughts - they can take a beating (unusually for the NR, they have weak shields but strong hull), carry two squads of X-Wings, and have PTW and a lot of turbolasers while being cheap and having a 2-point pop cost. BACs should replace dreads in your fleets once you have access - same role, just better at it. Corellian corvettes are great at killing enemy fighters and scouting a map, always have a number with your fleets to help maintain fighter superiority - the gunship is sadly not as useful, but it is a better scout because PTE for it doesn't run out. Never bother with Marauders, and the light carriers quickly become obsolete as they only carry X- and Y-Wings.
As on the ground, space heroes are very important and should be used carefully but often, and again you fortunately have a lot of them - including one with an SSD from era 3 onwards. However, you can't build super ships except for ONE Viscount in era 5, which you cannot replace if you lose it, so be very careful with your big ships. The best way to deal with enemy supers is to lure them over planets with ion cannons, though the first shot won't drop the shields completely of an Executor - I can't recall if they will the Sovereign. But with the shields down, the ion'll drop the super's damage output greatly and, almost as importantly, will prevent it from retreating so long as the ion effect is still in play when the retreat countdown ends. The second best way is bomber spam. Try and preserve Capt. Iillor to help lock down supers - she's the only interdictor you'll ever have, so be careful with her.