for a logistic pilot try to max your cap recharge skill first, while getting energy management IV. (V for later)
then get your shield and armor rep to IV + cruiser skills to IV, trow in targeting to IV, long range targeting III or IV and signature analysis III or IV. and you are ready for disposable cruiser size logistics.
with a t2 tank (+pertinent core skills to IV) and good navigation skills (ship speed, agility and afterburner/MWD speed) and you can count on staying on the field longer, and will probably see the end of some fights, if you keep your distance.
keep in mind that small fleets will want you flying a "solo logi" like a scythe or Exequror, but eventually youll find fleets that will ask you to use a "chain logi" like the osprey and auguror, you'll need energy emission systems to at least IV to fly those.
from that point onwards, finish your base skills (extra armor, shield, pg, cpu, etc etc) and don't even start training the logistics skill yet! flying a t2 logistics requires not just experience, but also a lot of skillpoints due to how tight the fittings are, specially if you'll be flying on small gangs. so stay Tech one till all skills are done and you get used to rep cycles, and build up your situational awareness (ranges, speeds, alignments, etc).
i would say that skill progression should go like this:
(and yes, i probably forgot something here.)
core skills IV (cap, cpu, armor etc)
RR skills to IV (either armor or shield, i would recommend both but shield will be more common)
Cruisers to IV (go with scythe first, then exequror)
targeting IV
at this point, with some extra lvl1 skills and lvl2s, you can fly meta t1 and already be a valuable addition to any gang.
tank skills for a T2 tank, and navigation to IV + ab skills for cap usage and speed.
biology III and the two support skills to III or IV (get this soon, and start poppin mindflood!, it will turn you into a sexual tyrannosaurus. just don't do it in highsec or the cops will shoot you.)
Drone ECM skills
Racial anti ECM skills, at least to III. at this point in the game you already know what you enjoy flying. so only one race.
ECCM fitting skills, just to fit meta crap.
Cap recharge V (should be your first V)
max RR skills, at this point you'll want either armor rr V or shield rr V, not both. i would recommend armor to V first, due to the way RR works for armor you will have to do a lot of preemptive RR, unlike with shield.
Targeting V + signature analisys IV
multitasking III - IV
cruiser to V, the one you like the most. again, i would recommend Minnie cruiser first.
more Biology skills, specially support skills.
max the other core skills. (starting with navigation to V)
Max AB/Mwd cap usage reduction skill and strongly consider maxing Speed boost skill, yeah the boost is marginal, but that small boost affects so many different scenarios... faster gtfo from jam drones, faster repositioning when dampened, faster transversal to angry people shooting at you, etc etc. think of it as the Advanced weapons upgrades of logistics. (which, in case you didn't know, its a very expensive SP wise skill for people who like shooting at things, but its invaluable.)
finish ECCM skills + racial anti ECM to IV.
and now feel free to inject the logistics skill. :)
as you can see from the skills you main resource is your cap. anything that will give you more of it is good.(including drugs) and your main enemies are Jammers. your secondary enemy is distance.
when it comes to jams its just luck, even with maxed racial skills you can still get a jam, about distance all you can do is move faster and pay attention to how the fight goes to change your position. always paying special attention to dampeners, they are you second most hated enemy.
how to fly? stay at max distance, but give yourself some buffer, mind your alignment (make sure you fly in the direction the rest are flying), and be ready to die to offer reps. that's why you should say T1, they are fairly cheap, and should you die saving someone, he will most likely buy you a new ship.
oh, and be sure to always blame ECM when a friendly dies due to lack of reps. doesn't matter if you were AFK, or if you forgot to turn on ECCM. always blame the "lucky jam".
