Remember that they are signing preferences. So, a recruit might want to sign early, but if no one has offered him a scholarship he will still will be available. You could accumulate many APs on him by starting cycle 1. The better the player, the riskier maneuver this will be. Since recruiting anyone good is risky, you have to consider any given tactic within the context of your overall strategy.
If you're at d3, eliminate any recruit rated above your division that you think will be desired by d1 or d2 even as a backup. What's left will be recruits with a few weaknesses like bad defense and/or low athleticism (although they might be green). The sooner you start building the APs on these leftovers, the better shape you'll be in against other programs when you can sign them. With sim D1s and D2s scooping up recruits not good enough for their level, yes, there's a risk involved. But it's risky settling for easily-obtained recruits too--your team will suck that way too.
Regarding redshirts, you can only RS one guy. And only sims can have more than 6 per class. If you take over from a sim, you could have that situation. There is no standard plan. You could try to recruit just a few studs or try to fill up using some JUCOs.