I focus on economic, diplomatic, trade, population, and morale techs.
This is pretty much what I attempt to do also. I always try to go for a political (alliance) or cultural victory in my games.
Generally speaking, research all the "yellow" techs and go for the "Galactic Showcase" and the "Restaurant of Eternity" as soon as possible, as well as establishing a "Political Capital" and the "Spin Control Center", and develop certain "trade goods", but some of these may not be on everyone's priority list.
These are all fine, but establishing at least some military presence is also crucial to keeping the bullies at bay temporarily and developing political clout to some degree.
I've had fairly decent success using
Terrans (Super Diplomat),
Drath (Super Manipulator) and
Altarians (Super Organizer) as a means to a bloodless victory in
DL, but a lot has to do with mixing and matching racial bonuses to political parties in the set-up screen.
I also try to stay neutral (tempted to try good) if at all possible and strategically place "Influence Star Bases" where I think they will achieve the greatest effect, without taking too much of a dive in relations that is.
(I irrationally believe there's a computer player consortium that gets better deals than I ever can).
I would tend to agree with
GW on this point, irrational as it may seem, but that's why in my current games I set tech trading to
off.
I think it creates more of a challenge for the player by having it this way.
It could just be my imagination, but I think that I've probably lost more games with it off.