I like to keep my founder with 0 charges pending and then have "clean" and "dirty" LT's under him. First I grind up the stealth and disguise skills, then go on many, many short raids to the apartments. Can usually net about 75 juice a hit with low risk, later on he takes out my guitar squad out for training trips with the same idea. A few decent hookers make good "clean" recruiters. Athletes, dancers and the like become "dirty" and go into an early combat squad.
These guys get records pretty much from day one. Usually multi murder by punching too. Reason being is if they get a bit of use a combat squad will have easy avg of 500 - 1000 juice, so massive heart, also they usually die rather than get caught. (playing the conservative nightmare I pretty much ignore charges. bullet to the head is usually about as far as investigations go). I have yet to have someone out of my combat squads turn on me. Repeatedly get shot in the face and die during training, yes, but never turn. Having your founder/hookers recruit a few combat monsters is great for their leadership. Early on I sometimes recruit 'disposables' engineers for the nuke plant, psychologists for a bit of torture, teenybopper hookers for some quick cash, whatever. dump them in a squad, give them shotties and tell them the cops said bad things about their mommas.
Cop outfits for cops and deathsquads, dunno about mercs or firemen though as far as disguises. Repeatedly bluffing death squads is not recommended though. I have lost more founders this way than any other.
Taking over the crack house will definately happen if you kill all the gang members that turn up after the alarm. But not if you only kill 4 conservatives then run. I am not sure how the in between bit rolls out