Mod Energy: Keep trying for Speed mods with good secondaries at this point. You'll get health mods in plenty from events, so not so much focus on them. You also want a strong Offense set for Grand Master Yoda. Move through the Mod Battles as soon as each new stage opens. Only go back to the Mod Challenges once each stage is complete.
Now, the mod challenges are, unfortunately, a terrible place to get mods. You'll get 3 and 4 dot mods when you need 5 dot mods, and not all of your 5 dot mods are going to be worth anything. So you'll have to come up with a larger mod strategy to tell you when to sell a mod, when to upgrade it for credits, and when to slice it to improve its secondary qualities. This isn't that plan, this is just to tell you what to do with your mod energy --
--and that is to work the Mod Battles before the challenges, and to work the Speed Mod Challenge more than any other. All mod types are worthwhile, but some mod types are useful on more characters and so you will need more of that type of mod. Speed is useful to almost anyone, so that's where we start.
Fleet Energy: You get 285 fleet energy per day (240 accrues over time, and 45 energy is a bonus for logging in at the right time of day). Each node can be simmed 5 times, and costs either 16 energy per sim (first stage) which means 80 per day, or 20 energy per sim (every stage after) which means 100/day.
As a result, farming 2 nodes of stage 2 or higher and 1 node from stage 1 almost perfectly uses up all your energy. We'll make a priority list that uses energy on more things, but you won't have that energy. The point of the list is just so that as you finish one thing you can make your way down to the next thing. IT also allows you to farm a low-priority temporarily while you're waiting for your ships to be powerful enough to beat a harder node that yields something of higher priority.
Your SWGOH.gg account doesn't allow me to see how far you've gotten in fleet battles, but since you can't borrow allies ships in Fleet Battles, you're probably stuck pretty early on. If you've finished stage 1, I doubt you've finished stage 2, and if you have, you probably can't even beat the first battle in stage 3. It's hard for me to remember exactly how difficult these battles are with starter ships, but I'm pretty sure you won't be beating anything on Stage 3 yet. That's a bummer for you, since Bastila, Jolee & Zaalbar are all available in Fleet Battles and with some better ships you could be getting extra farms per day of those characters here. Still, we'll work towards getting your fleet ready to earn you Zaalbar & Jolee shards in another game mode. For now, this is your priority list, remembering that if you can't beat one of the nodes for your higher priorities, just work on a lower-priority node until you can beat the more difficult one.
1. Jolee Bindo (4-E)
2. Zaalbar (3-C)
3. Jedi Knight Anakin's ETA-2 Starfighter (1-B)
4. Carth Onasi (2-E)
5. Greef Karga & Rebel Y-Wing (4-C)
6. TIE Advanced x1 (Vader's ship; 4-B)
7. Slave 1 (2-B)
8. The Mandalorian (5-E)
9. Imperial TIE Fighter (1-C)
10. Shaak Ti (5-A)
Hopefully you can at least reach Slave 1 right now, which means you can farm priority 3, 7 & 9 at worst. You'll earn a little more energy than that per day, but that can go towards attempts to progress farther so that you eventually can reach more difficult farming nodes. If you can do Slave 1 at 2-B right now, there's also hope you might be able to do Carth Onasi on 2-E, and that would mean you have enough valuable nodes open to spend all your energy every day, using priority 3, 4 & 7. Whatever you do, keep farming the highest priorities you can until your energy runs out each day, then try to push things forward.