The idea of TAM is to use the texture as the visual guide for geometry while you are painting it. This allows for concepting in 3d space with paint tools and build lowpoly models from it or make basemodels for highpoly. It's somewhat akin to sculpting except you don't use voxels, but texels and retopo is just topo-as-you-go with knife/bisect. Vertex slide + Automerge are your best friends.
When it comes to TAM, one spends most of their time working with the UV Editor to unwrap new surfaces and Texture Paint mode to paint on them. Best to keep UV sync on!
Some handy options include Contrain to image bounds and snap to pixels. If you put a 3d cursor in the corner of your texture image and snap your unwrapped uv island to it and then scale it's going to insta-shrink it due to the image bounds. Speaking of corners and the actual texture work:
TAM is best to work with a small image* because (besides perfomance benefits) while you often don't know how much space you need for your final model, you can actually grow the image space while PMS addon is active now and adjust the uv - without addon, the opposite is true - you have to use a big enough image for your garbage. *This image was known as the garbage collector because of how ugly the uvmap and texture became at the end - everything just randomly put everywhere, but since the new addon version, you can transform the garbage collectors into proper texture and uv maps with ease. Without it, it's manual work to set up a new uvmap and texture to bake to.