The general way to beat more advanced opponents in tiny maps is to wait until they're at war with someone else (or pay them to start the war) and their warships should leave their planets. You can then attack with just transports and maybe a battle cruiser to take out any Defender type ships. It's harder if they have Battleaxes, and conquer them completely before they can respond.
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Perhaps you missed where I said, "No sucker punch on undefended colonies." That is a gross hole in the AI's tactics. The game may allow it now, but unless this is improved, GalCiv will not hold my interest long term. Even though I can avoid exploiting this by design, by never bribing a war to lure away the AI's entire fleet, as you point out, they will do it anyway if they go to war on their own volition. Then what? Put my invasion on hold until their war ends? I don't think so. This aspect of the game sorely needs improvement. We will see what Stardock manages to do here, as they are working on the problem.
I'm not interested in winning that way. Take that off the table, and where do we stand? How tough is it to win on tiny and small without this AI loophole? Tougher than to do so on Medium or Large, it seems to me.
In my last Maso game (Gigantic) I was well behind on technology. I devoted 100% research to getting Interstellar Business, which no-one else had. I then traded that to the Torians (my most advanced rival) for three technologies that he had and that no-one else had. I then traded those to the other empires for all the other techs that they had. That one technology brought me up level with everyone else.
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Was that with +60% diplomacy? Translators? Any other diplomacy boosts? I've managed some great trades, including some good deals picking up ten or twelve techs for one, even without diplomacy bonuses, but those opportunities aren't always available. You mention a gigantic map, but wars on the biggest maps are a whole other story than the medium and large I'm chiefly talking about. If you race out there to make contacts with everyone on a medium map, you may be buying yourself a bunch of early wars. On the biggest maps, the AI's don't tend to go into aggressive mode until they run out of places to expand.
Offering me an example of something that worked for you on a gigantic map missed the point. In fact, you proved my point. Players seeking higher Metaverse scores are largely funnelled into the largest maps where the highest per-game scores are available. They are claiming medium and large maps are harder to beat, and I'm saying that perception may be based on trying to apply gigantic map strategy to smaller maps. By chasing the kind of early tech trade you describe, on a smaller map, players are getting into early wars they cannot win. Another strategy might do better.
Not building these saves a lot of resources for building ships and researching techs, and the money saved on maintenance costs is always useful for something - maximising spend rate, bribing AIs for peace, buying techs off them, paying them to start wars, buying their best starbases...
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I haven't tried to buy an AI starbase yet, or for that matter, an AI freighter or transport or colony ship. The AI would have to be A COMPLETE IDIOT to be willing to sell any of these things to the player. Well, perhaps that is the case. I've read about players buying freighters, buying transports to turn around and use against the planet that just launched them, and other absurdities. Unless these issues are fixed, the game will not live up to its potential. Just because the game allows me to do something does not mean I'm interested in doing it. I came to GalCiv on the hype of the "best" AI. Well, in a lot of ways it is pretty strong, but I must say, the flaws and rules loopholes for the GalCiv AI are at least as bad as those for the Civ3 AI.
Tech whoring was a major problem. That's now been fixed, but only for Maso, and only involving cash.
The AI is worse at defending its planets than Civ3's AI is at defending cities. Much worse. Especially bad is the way that docked transports and colony ships "always remain loaded" so that killing them obliterates billions of people at no cost to the attacker. Tell me that one makes a shred of sense.

And the AI when it goes to war sends not just its entire "offensive force" in beeline fashion at the nearest targets, like Civ3, but in fact sends its entire force, defenders and all, with a token ship left behind to defend, if that -- sometimes a colony ship or transport, even! Not good.
Selling strategically vital items like resource starbases and freighters and transports? Come on.
Capitalizing on these design flaws does not represent high strategy. Effective gaming yes, strategy no. With dedication and persistance, Stardock could fix these issues and give us a polished game. They are not there yet.
In the mean time, I'm interested in looking past the design flaws to what the game could be, or even how it can play right now if restraint is used in regard to exploits and loopholes.
A morale resource or two far superior to building embassies and medical centers? You bet. But what if we take the absurdities off the table. No buying up the AI's starbases, no gifting ships to the AI's enemies so they will destroy starbases for you, with your constructors parked next door (would be OK if that came with realistic diplomacy hits, but the game does not recognize what you have done). No tricks, just straight up play, what you can secure for yourself, what you can win in a fight, what you can poach from between warring AI's and try to hold on to. What if you aren't playing a gigantic map and don't have +60 diplomacy, and you don't have morale resources? Then what should you do? You may want to build those embassies, med centers and news networks at all your worlds for the +15% combined morale effect. Not only does that boost population a bit at your best planets, it can boost pop a LOT at your PQ14 and PQ13 planets settled early on. Those planets won't bring in a lot of income, but if you have trade income, they increase your output and may make the difference for you.
Plus not every strategy involves warmongering. Sure, if you are loading up transports one after another, you will never reach high populations and will reach a point at which all your planets sit at 100% morale all the time, even with high taxes, because you never let them grow large, having to produce a steady flow of invaders. But what if you are pursuing a tech or cultural victory and not launching transports?
I've now won ten of my thirteen Maso games (having redeemed one of my losses with my replay of that latest medium map) without using exploits you advise to use, and doing things you advise against. I believe that speaks to the versatility and quality of this game, that its balance allows for more than one approach to succeed.
For me, I seek challenge through variety. I want to be able to beat the game on any map size, without choosing to abuse the AI's various inanities, without having to have perfect terrain conditions. Any alignment, any victory condition, any habitability range, any political party, any combination of bonus picks.
What would you do if Stardock fixed the AI to stop selling you stuff it has no business trading away in the first place? Gigantic maps have half a dozen or so of each resource type, easier to get hold of one you want. What about a medium map with the morale resources in hostile territory or across the galaxy? You might want to build those embassies. Better not to get invaded in the first place? Sure. Useless advice, though, if you have lost your space navy and are being invaded. Planetary defenses could mean the difference between winning and losing, as they did for me in this game:
http://www.network54.com/Hide/Forum/message?forumid=237344&messageid=1066152493
I agree that players should consider not building some things. The propaganda center is costly and should not be built except where the resistance help is needed. Now sure, you can overcome the need for resistance by plopping down a load of cultural starbases, but that too is somewhat nonsensical, and each base costs 10bc per month to maintain. Then again, an AI with several fully mined influence bonuses is not exactly based in reality or hard science either, and they can start flipping your planets just by obtaining a foothold anywhere near you. Hyperion shipyards are a waste of time if you are chasing the Final Frontier win. Me, I like building those news networks. Since I'm not playing gigantic maps every game, I have to be more concerned about flips and culture, make do without culture starbases more often, etc. Starbases can be taken out in a war, and wars on medium or large maps are much more in your face, bases much more at risk. Influence boosts on your planets are much more secure.
Ray said there are some things that should NEVER be built. I disagree with that. I've found a use, at some point, for every buildable item in the game. If nothing else, some of the less useful items are "better than nothing" to be building while weaker planets are catching up on the vital items. I would stipulate that some items should not be built unless there is specific purpose, though.
- Sirian