Another thought:
Even with tech points, you can only go certain directions:
1) super engines? (NTWD and Antimatter etc)
2) super industry? (Improved IC, Improved SM)
3) super weapons? (Oh and then down WHICH path?)
4) super defenses? (Again- which path?

)
5) super colonization bonuses?
6) super sensors?
7) super ground combat?
8) super gravitonics to pirate and/or open up matter transporters?
9) fighters/drones?
etc etc etc etc (realistically you could pick two...MAYBE three from that list...MAYBE)
And guess what - suppose you go fighters and your neighbor goes gravitonics and neither of you bothered to defend the other.....what use are all those SRPs now? You have a dogfight on your hands as each empire scrambles to counter the other to gain an advantage...and by then....the guy is either out of SRPs or the defenses that will give you the edge are unbuyable anyway.
:lol:
And after all of THAT - even if you get lucky and manage to work past those deathstars camped at the home system warp points...you gotta go to the ground. I can only shed a tear for the mindsphere in that regard - a race that in all liklihood sacrificed physical strength for research advantages (may they RIP

)
No chance can you do it all - which is what makes trade and diplomacy so essential.
A jack of all trades in this game, flying solo, even with gobs of SRPS, will eventually run into problems of bumping into a well organized neighborhood that have strong trade routes and coordinated tech trees.
As the master of the universe told me when this game started in October 2002:
"Its all one big balanced spreadsheet"