one lesson you should have gleaned from the above recommendations is that : morale is growth fuel. that and population growth bonus are what allow your initial colony rush to not completely destroy your home planet population. population growth and economy bonuses are good buys in 1.2.
here is where most of the ppl that give advice on this subject go wrong: how you spend your initial cash is DEPENDENT ON YOUR MAP SIZE. i mostly play on gigantic maps so i can't tell you exactly where the turn around point is but if you rush buy colony ships on gigantic you tend to get in trouble fast. if you DON'T rush colony ships on the smallest ships you get into trouble. the alternative to rushing ships is rushing factories, which is the way to go on the larger map sizes. i am thinking the balance point between factory and ship is at about the medium to large map range. but ALWAYS save some of that initial 5k to get you thru the thin times while you planets struggle to become self sufficient. i usually hold on to a 1k reserve. if building factories, you don't have to rush every factory, but do rush at least the first on every planet you intend to produce colony ships on, and build a second before you start working on ships. this gives your population a little time to build up and increases the rate of ship production to a tolerable lvl.
back to the morale. at first when you have no population taxes don't ammount to much, so make POPULATION GROWTH a priority. crank down the tax rate til you hit 100% morale for a nice growth bonus up front. maintain it for about as long as you base your planet rush from your homeworld. once you have grown a bit tax rate becomes important so crank up your taxrate till your morale is at 75%(smaller growth bonus but still a useful one).
economy direct. if you see a econ resource make grabing it a priority. these can be the difference between a monster economy and a modest one in the end. and don't wait til you have your research improvements researched to a high lvl before you work your econ improvements up to stockmarket. stockmarket is what will save your bacon. bite the bullet after upgrading your research tech just one lvl and push straight thru to stockmarket(banking sucks). in the end it is the stockmarkets, not the population that drives your economy. and by end i don't mean end game. stockmarkets are what turn my economy from red to green, period. trade is nice, but not really enough to build a solid economy on. if 2k net sounds good to you then maybe you can base yours on trade, but i am not happy til i cross the 10k net point, trade won't get you that. ok, so how to get in the green and the big bucks. i already covered how to get the population you need, now for your population target. do NOT build your pop past 25b except in special circumstances. sure that 26 planet can hold a lot of ppl, but it is just a tease. you can build it to 45b with a handful of stockmarkets and a reasonable income or into a 25-35b economic giant with 10-15 stockmarkets. don't fall into the population trap, the morale overhead for large populations is a killer. economic growth from population is based the SQUAREROOT of the population while the morale penalty is more like on the square of the population. net result: you can make a lot more money with 1 farm(15b max pop) and 7 stockmarket than you can with 3 farms(35b max) and the one you can afford due to the 4 MORALE tiles you will need to support the farms! you can do just fine with 1 farm per planet, trust me.
production. don't let this get out of hand. sure it is nice to be able to crank out one ship per turn, but if you NEED to have this capacity you are likely struggling to survive. try to be the one setting the tempo if you can manage it. and factorys cost money to maintain, money you don't have early on. wait til mid game to build that monster shipyard. i try to keep it to 2 factorys per planet, and that is mostly so i can build my stockmarkets in a reasonable ammout of time

same goes for research tiles. too many can break you. 2 per or less if you build a research planet early.
build farms as you need them, not before. 1-2 at most except in rare circumstances. such circumstances as planets with lots of influence bonus tiles.
morale tiles you can take or leave unless you put multiple farms. if you really want maximum growth rate build them, if your not in a hurry don't. i do just fine without, but i am usually running +30 pop growth and aphrodisiac so....
specifically 75% morale gives 25% growth bonus while 100% morale gives 100% bonus. now you can do your own math and decide
put it all together and i recommend your basic size 10 planet look something like this:
1 base colony
2 factories
2 research tiles
5 stockmarkets
with planets like this if your having economic trouble you have a real....gift, lol. remember, you don't have to have parity with the ai on every point. if you get behind a bit on research you can fix that later. same with influence, military, whatever. but with your economy in the red you are hamstrung.
ok, carpal tunnel here i come. hope i covered everything(but the kitchen sink). gl