Strategy consists of deck construction and piece placement. Piece placement is constrained by the availability of legal spots on the board and the possibility of a food chain being wiped out. Both of those can be dealt with by proper deck construction. Matter of fact, by giving it a moment's thought I've got the best deck designed. You want to hear it? Good:
32 Policeman's helmet
The proportion might be off but that's not important. You want it as close to 1/6 as random chance and the necessity to protect against challenges allows; each habitat can have six species next to it. You want a minimum number of habitats so that you'll go first and so that most of the cards you lay will be species. On your first turn (and most subsequent ones) discard and draw twice, then drop an Urban as your third action, or a helmet on a later turn. The discarding and drawing ("looting" in Magic the Gathering slang) allows you to bring the game to a close more quickly. The person who ends the game first has the advantage, since they'll have seen more of their deck than the opponent. Unless neither player did any looting. Since the number of cards increases by 1 each turn (losing a card to the discard makes looting neutral), there's no reason to rush putting your cards down; better to hold them in response if someone tosses an environmental challenge your way. You can always lay down your hand in the last turn or two of the game.
You'll usually win. You'll get relatively more species played (and hence victory points) because you'll always have a slot to place them on. If your opponent tries to flood your habitat you can always respond by placing another Urban next to your helmets. Go for a soccer ball pattern; you can always block a flood since any two helmets will be between two cities. That makes them much less vulnerable to attack. If your opponent isn't using the exact same deck he'll lose time and actions by trying to get his bees to connect with his helmets and his predators to eat his prey. You'll almost always have the advantage over less homogeneous decks. Nevermind the risk associated with making food chains longer than one link. (You mean all I have to do is kill the bottom link and everything else dies? At this point there is absolutely no reason to put any species higher than 1 in a competitive deck.) If your opponent does play the exact same deck then you've got a really boring game, functionally equivalent to war. Yeah, that war, with the playing cards and the fact that nobody over the age of three wants to play it, ever. Your deck even has a theme: Bridging Nature with Industry.
Please don't try to argue that people won't build competitive decks because they're not as fun. Winning is fun, and people are willing to do some pretty boring things to win. Ask any Magic player about prison decks. Well, any Magic player who played ten years ago; Magic developers have rightly tried to steer decks away from this category since then. But the point is, you can try to prevent this sort of thing by fiat and it won't work very well for you. You might be tempted to mandate deck construction into several pre-built types. If you do that you're sacrificing a lot of the inherent strengths of the TCG genre. I'd suggest that you shore up the game fundamentals before you let that happen.
I think he's got a good point here, but maybe this can be fixed by changing the point system (i.e. instead of one point per species, you get equivalent points to place on the food chain rank).