Specifically on this, basically anything combat-oriented is gonna change a LOT when you face players as opposed to bots.
Learning WHERE to engage minion waves in solo is cool. Find the spots that have good terrain to fall back behind, etc. Find where you like to have firing lines. Learn how many ways you have to get out of dodge when you’re clearing a wave and 3 opponents come up to push the wave.
Learning HOW to engage minion waves in solo will lead to bad habits. One example, leading with big skills.
It makes sense to lead with big, whomping skills because you want to clear that wave ASAP. But in doing so, those skills are on cooldown when the players come to get you. It’s especially relevant because so many of the “initiator skills” like Boldur’s Boldurdash or Kelvin’s Sublimate need to be used as escapes much more often than initiations.
Point is, if a savvy player sees you go careening into a swarm of minions with Monty’s Lumberjack Dash, they know you won’t have it back for X seconds, so they’re gonna jump on your head. Probably with friends.
Similarly, if you Frag Grenade with Oscar Mike as Step 1 on a minion wave, you won’t have it left to chase down an escaping opponent who you or an ally have emptied a lot of rounds into. It comes down to spacing, really. If the minion wave is about to push on your Sentry, then YES, frag those suckers so they can’t work his shield over. If the wave is earlier in the lane, probably best to just work with the rifle to begin with, and save the frag for when it’s needed.