>If lower level fields are better pay off, after all to 7 - Do you want to rush one of each to 10 for quests or equally level to 8 > 9 > 10 (considering all to 10 is next anyway) or is one of each to 10 > building %increase buildings better
When you have yet to do the quests it's best to rush to the 10 straight from 7 on one of each as the quest rewards are significant on both the lvl 10 building and the lvl 1 booster building.
Once you have used up the quests a good build order would be all lvl 8 -> one lvl 10 -> lvl 3 booster -> all lvl 10's -> lvl 5 booster
For Crops you want to level evenly up to lvl 9 followed by -> one lvl 10 -> lvl 5 mill + lvl 1 bakery -> all lvl 10's -> lvl 5 bakery
>Do boots of chicken have a cool down or will enemy hero always flee with troops if I attack each time they return?
There is a short cooldown in the sense that the hero is physically away from the village for a bit but as soon as it returns it can dodge instantly again so the cooldown is more for the defender to use the hero.
>How do you manage Hero health/revive - second revive is a decent 5/6 hour set back on the path to level 10 fields and quests. Do you still fully utilize hero 24/7 wit all adventures > raiding for XP or do you slow it down to keep his health sufficient as long as possible? (obviously calc each raid for best hero/troop losses)
Hero health management is probably the trickiest "it depends question" since there are so many factors to it. Do you use gold or not? Have you been lucky with your adventures or not? Have you had to use it the hero to defend yourself or kingdom or not?
Optimally if you pick up a weapon and some kind of chest piece + maybe few ointments from auction as a gold user you kinda don't have to worry about it (so long as you don't need to use the hero to defend or attack aonyone). Same goes if you get lucky and find that gear on adventures even if you don't use gold. If you are stuck without gold and without gear then heres more or less what you need to do:
1) pay attention to the auction house
Even as non gold user you still have some silver to play around and a weak weapon even for a different tribe is still worth as much as 1-2 hero levels in terms of hero strength and sometimes great weapons, armors and helmets slip trough the cracks for cheap so be on the lookout to add to your collection. European night time is usually the most quiet time on Com servers so that's the best time to hunt for deals but check it as often as you can, make small bids and if you get overbid just move to the next thing on the list.
Once you have a full set of gear the HP issue tends to go away
Chest piece is the most important gear for hero HP management, followed by weapon followed by any item that gives you strength (shields) or hp regen (regen helmet).
2) put points into hero strength and build troops for your robbers
Hero strength reduces the amount of damage you take from adventures (not from robbers) and higher troop count helps with hideouts. You can easily use the battle simulator by cliking on a hideout -> insert into simulator and see how much you would lose if you clear it with current forces. Sometimes it's ok to wait 12h and build more units for lower damage. As for hero strength you need enough to do adventures. Gear also helps to keep hero strength high. Hideouts become easy to clear once you can use the siege mode attack ( 1000 troops or more and at least one ram) though that is beyond the lvl 10 fields usually
I typically use 50/50 split on my points between resource production and strength when playing as non gold governor which I assume you are doing unless I have very good luck with the adventures or early auction house.
3) Only kill your hero in useful ways
Your hero should never die during an adventure. Check the reports and see how much HP the last one cost and always have at least that much (+ few points since adventures get tougher over time). Don't be afraid to bank few adventure points early since you get way more at the start which can overwhelm your heros HP regen easily.
If you need to let the hero die to reset the HP for more adventures "use" your heros deaths to either fight other players (defense or offense such as attacking enemy oasis) or throw it into the hideout solo first so it kills most of the things there making your troop losses lower. Sometimes it's ok to just wait too till an opportunity arises to use the hero in this manner, it fights at 100% of it's power even at 1% of the life.
The most important thing however is to always revive the hero as soon as it dies, never let the hero die (except in team defense) when you are in position where you can't instantly revive it. For instance if you are low on HP and want to kill and revive the hero to do more adventures (which should pay off as far as resources are concerned) that is fine but make sure you got enough of a bank to start the revival right away. You can see the price in the wiki if you are interested on specifics. That or you need to have a bucket in the inventory
Typically you shouldn't revive the hero too many times before lvl 10 fields as you need at least that much economy to keep the resource flow good when the hero is down so usually I just wait if the hero HP is low (after using the first cheap revive) and pay attention to the auction house to see if I can get good gear.
Theres more to it than that but before lvl 10's I would mostly try to avoid dying and be on the lookout for gear if not gold user, once you get lvl 10 fields you have much more economy to reliably revive the hero and the speed of adventures coming in has slowed down enough that you can start to make headway on your stored adventures without losing your hero HP. The early game is always when HP management is hardest so just hang on tight and it gets easier.