i always become the advocate for whatever minor races i find... when the Arceans (usually) or whoever start to harass them, i give them techs for self-defense, and bargain for peace on their behalf.
for galaxy setup, i like lots of planets and lots of habitable ones, so to make ship range more meaningful i set to tight clusters and use a larger map. this creates large voids on the map that either take life support or cleverly placed starbases (built with constructors that have life support, of course) to cross.
if stars are evenly distributed, it makes it easiser to use habitable planets as rest-stops, making starbases and life support less important.
i suppose this could be countered by having fewer planets and fewer habitable ones, too, but i like making the land-grab last for as long as possible.
maybe i'll keep my galaxy size and tight clustering, but turn down the number of planets, next game... to see how much more of a difference that makes. it should certainly reduce the mid-game micromanagement burden!