You are going to be in the red for the best part of a decade, so it's important to prioritize. I would abandon Crete and focus all on destroying the Macedonians. The most urgent threats are Antigonus' army and the garrison of Corinth. Chalkis is a annoyance as it will churn out levy hoplites, but only a secondary objective. Demetrias and Pella are currently out of your reach, although with luck the Epirotes will threaten them, thus making them unable to send reinforcements. My choices for turn-1 recruitment are a second spy (for keeping an eye the Macedonians) and a unit of Cretan mercenaries. An alternative would be mercenary cavalry: as you don't have good pursuit troops a larger part of the Macedonian armies will survive to fight another day.

If you conserve movement points, you can position Areus and his army (plus any reinforcements from Sparta) on the tile next to Antigonus on the first turn. Then you can attack with the Athenians, thus driving the Macedonians back on turn one. Antigonus generally withdraws to Chalkis. The next target should be Corinth, but the garrison may not make that a viable. Instead, I would make use of the opportunity to corner and finish Antigonus in Chalkis. At some point, the Macedonians are going to withdraw part of the garrison of Corinth, giving you the opportunity to destroy them piecemeal. Once you control both Corinth and Chalkis it's smooth sailing. March north and take Demetrias and Pella.

Sitting back and waiting for the Macedonians to exhaust themselves is unlikely to work. The A.I. gets financial aid (especially in the first few turns) and does not suffer from population exhaustion. Epiros is at war with Macedon and should help you out, but rarely does. Fortunately, the A.I. is poor at concentrating troops or estimating how many units are needed. If you have good reconnaissance (spies) you can generally take them piecemeal. Still, it's important to be aggressive and take the initiative.

Economically you will have to be in the red for a couple of years. Since you are unlikely to use your fleet beyond turn one, you may as well disband them. The upkeep of all units is increased in EB to one-fourth of the recruitment cost, and fleets are notoriously expensive. You may also want to disband the garrison of Rhodos, although keep in mind that the governor of Rhodos will likely die in the next few turns so you need a unit apart from his bodyguard. When you are finally in the black again, invest in mines in Athens and (if you have it) Pella. It may also be worth to capture the provinces north and east of Pella (Byzantion, Tylis and Serdike?) as these can provide mines as well Thracian and Celtic regional units, and Phyrrus will seize them if you won't. After your mines are up and running, you will be swimming in cash, especially if you kept your army small. Therefor, invest first in mines, then sea trade, then roads, then markets. Don't forget to upgrade your barracks occasionally as well. Also don't try to build everything in every city, but specialize.

Unfortunately the A.I. is programmed to harass you. They will target you preferentially, while factions that are at war with you will be spared. Hence the Epirote armies in Macedonia will generally be withdrawn in a couple of turns. Phyrros will lurk at the Macedonian-Epirote border until you take Pella: then he will attack. Therefore, as soon as your finances are in the black again, I suggest you offer him 200 mnai per turn tribute. Try if you can get an alliance while you are at it. In fact, I send 200 mnai per turn to every faction that borders me, or that I want to have good relations with. This really improves diplomacy in my opinion, although you still get the occasionally sneak attack from factions that should really know better.

Another KH annoyance is that many cities on the map either have a scripted alliance with you or are set to rebel to you, so you may get drawn into wars you don't like. When Pontus attacks Trapezous (it generally does within a decade), you will automatically be at war with them. Just make peace and offer a little regular tribute to make amends. The city east of Trapezous has a similar alliance, and is generally targeted by the Armenians. More problematic is Halicarnasos. At some point the Ptolemeans (or sometimes the Seleucids) are going to take it and they never garrison it sufficiently. It will then rebel to you, thus destroying your alliance with the Ptolemeans and get you into an drawn-out war with a superpower that will throw stack after stack of high-quality troops at you. You may be able to appease them by giving Hallicarnasos back. However, at this point you should be rich enough to afford high-quality armies yourself, so you may choose to take up the gauntlet.