1. Recognize that the scale (grading/slopes, width, length) allowable on ball v. disc golf courses are very different.
2. Use aerial photography and topography liberally. Print out large-format maps that you can mark up with interesting features, desirable/undesirable locations for tees/baskets/landing zones.
3. Try to incorporate fringes or wooded areas in ways that aren't just tokens, like one gap to hit.
4. Research and budget for trees/shrubs/vegetation to be planted, and try to plant them as soon as you have a workable layout. Make a strong effort to create directional components--not just planting a row of trees. Think about:
a. sweeping curves that would restrict certain shot shapes
b. Strategically locating them at a landing zone to create preferential locations to attack the next shot
c. Making different "looks" for pin positions or teepads
d. Resetting the scale of the course from BG to DG.
5. Ball golf courses (because of item 1) almost always end up being ridiculously long and straight. As such, there's not much punishment for bad shots, and the number of engaging or difficult shots on a converted or hybrid course is frighteningly low.
6. It's flat-out lazy if you make greens/bunkers/cart paths OB, but don't make anything else to challenge players. I'm not saying flag OB everywhere, but find ways (different cuts of grass, incorporating woods areas or steeper slopes, planting trees) to encourage players to throw different shot shapes, consider different obstacles, or quit throwing only their stable driver.