Humans are the best team because they play to the weaknesses of the other side.
If you're facing a strong, slow team, elf ball them. Ok AG 3 is a bit poor but you have the skills to more than make up for that deficiency.
If you're facing a pass and run team, hit them with your blitzers and win the numbers battle due to decent armour.
If you're facing a fast team, keep up with them by using your catchers and blitzers in tandem.
The humans can go any which way so it's important to know when to do what.
I would always go for all the blitzers, you need the strength access to make up for the ST 3 with guard. One thrower is enough for me, he'll develop on rails most likely (accurate, nerves of steel, safe throw maybe, hail mary if you like, leader, block). Catchers are trickier. I'd say 2 or 3 personally. The ST 2 hurts them but they have excellent MA and start with dodge (and access to block). There's at least two development paths for the catchers: The receiver is going to want the AG skills and block, things like sidestep, diving catch (dovetails with hail mary

) Nerves of steel on doubles. This guy is going to catch the ball and run it home. The other is the safety type, using their speed as a way to catch and take down running ball carriers. Skills like block, tackle, strip ball, dauntless possibly. Linemen are simple: Block, tackle and after that think about cutting them because of bloat.
The Ogre is an interesting case. I like to take him for the extra beefiness. Bonehead is a real PITA though, it's only 1:6 but you lose your tackle zones if you fail it which can open up a big hole in your front line of defence. It is nice to have a chance of that ST 5 fun though. I'd not bother with Juggernaut on the ogre, I'd rather hold out for a doubles roll and get block as I wouldn't be blitzing with him very often. He's more a stationary roadblock in my game plan.