If you've just picked up Cloud, hopefully you know he can cancel limit charging by pressing special again, grabbing, rolling, and shielding. Practice doing all this, I'd say also practice cancelling it right before the limit bar fills up so you can avoid unnecessary accidental inputs (like throwing out a charged Blade Beam when you meant to cancel limit). The other thing I'd say is important is learning how to snap the ledge with Clim Hazard; it snaps if you use it right next to the ledge, if you use it above the ledge and go back down with the second hit, and this also makes ledge-trumping easier. Finally, Perfect Pivots and short hop aerials are useful for extending combos and properly spacing.
I find the best way to play Cloud is to charge limit passive aggressively while you space your opponent out with your range. It is a ticking time bomb, it forces the opponent to do something about it. Sheik for example can interrupt it by throwing needles and staying close to you, her goal is to force you to do something else such that she can punish it. Generally speaking, you want to charge limit when your opponent is away from you, offstage after you've launched them, etc. Also, charging limit doesn't mean running to ledge and charging, do not put yourself in a corner, never do that with Cloud.
Effective moves at keeping opponents away would be B-air, f-tilt, retreating f-airs, N-air, etc. Just don't go throwing out these moves willy-nilly either; Cloud has good frame data but a fast character can take advantage of his cool-down / landing lag frames. Cloud with limit can also edgeguard very well with limit beam to the edge (turnaround such that it bursts at the ledge), limit cross-lash, or go deeper offstage with one of his aerials and use limit clim hazard to come back onstage.