It sounds like you are playing the opening straight from the proverbs without actually quite knowing what your moves actually mean.
All of the pieces of advice you listed are good advice. They are not rules written in stone, and deviating from them will not cost you the game-- they're to be interpreted as you like and depending on the circumstances of the game.
But in order to use any of those pieces of advice, you're going to have to know what those moves mean into the middlegame.
An example: the advice to start on a star point. Yes, that's good advice, the star point is a good place to begin, and pros very often begin there. But the star point actually is somewhat weak: it's extremely easy to undermine. Your enemy can play a 3-3 invasion at any time, and even after you've made one short extension from it, like a knight's move, you still haven't quite claimed the corner. So if you play on the star point, you are welcoming invasions and incursions. Strong players who open on the star point are totally OK with the types of invasions and approaches that the 4-4 is friendly to, because they know how they'll benefit from those invasions and approaches too.
Likewise the advice to extend long from a star point. Say you play on the star point and then extend halfway across the board, to a third-line point next to another star point. (This is a fairly common move.) This move doesn't mean that you've claimed the whole edge from the corner halfway down. Goodness no. Your opponent can still come in easily, there's plenty of room to live. But if your opponent tries to wedge, your stone in the middle of the edge still will be able to make a two-point extension and live, and your opponent probably will not be able to kill your original star point stone either, unless he already has stones close to it. Or if he plays the 3-3 under your star point, you will build up a big strong wall that will work beautifully with your long extension.
That is, any stones you place in the opening are usually tentative plans, or statements of intent, or flags to mark who's side the early fighting will favor in each region. This is necessarily so-- even the strongest territorial fighters in the world, who like to open on the 3-3 point so as to not need to defend the corner too soon, are still going to make some invadable long extensions or some unsustainable invasions. If you play only low, tight stones and two-point extensions on the third line, you will lose, because your opponent will play faster.
What I mean to say, though, is that each of those useful little pieces of advice you listed, while not bad, are really more summaries of various complicated theories on go strategy than pieces of advice to be memorized and followed by heart.
My advice (for what it's worth) is this: Next time you play a game, whether you win or lose, review it. Take a very good look at the board after about 20 moves or so, whatever point you thought that the shimari and kakari and extension phase is over. Then, skip to the end and compare the final board position with the opening. Look and see how your opening turned out. This way, you'll be able to see the value of all of the plays you made in the opening. Maybe you made an extension which got invaded, and then your original extending stone died because it didn't have enough space to run to. Maybe you played too many stones on the fourth line and your opponent invaded under them. Maybe the way your groups are arranged, when you defended one you gave your opponent strength with which to attack another. (This is very common, even in pro games-- advanced players are just more aware of it.) Maybe it was not you but your opponent who had all of these things happen to his stones. Very often, problems in the middlegame and even endgame can be traced back to problems in the beginning.
I don't know how valuable this advice will be to you-- "beginner" could mean any number of things, and you may be much stronger than me already-- in which case you should be giving me advice.

In any case, good luck and have fun!