Interestingly I don't, actually.
I believe you are trying to make two points:
First, if handled carefully you can do everything the black market does, via diplomacy on the 'official' way. So instead of anonymously making pirates attack an enemy you don't want to wage war on yet you make some minor race declare war, pump them full of money, techs and ships and thus also get your military conflict. Or you buy ships you can't build yourself from someone else.
Secondly, there are already quite different way of gaining victory. We should be careful not to create a too wide band of strategies.
Let's assume I guessed right:
On the first one you really do have a point. I'm really considering designing new minor races to get that job done. I will have to dig in a few xml files to see how well that'll work. If that works a diplomacy screen for that black market isn't necessary. However, I still keep on to the ideas of pirates and domestic trade.
The second point is a bit more difficult to comment on. I can see that a wide array of strategies can be harmful to the game if you play a campaign that is designed to be rather short. It is difficult to switch strategies in a short time in the original GalCiv2 (which I modified for that purpose), so if the strategy-branch spreads too far the "Make it or Break it"-part of GalCiv is strenghtened. On a long-time campaign, huge galaxies, few enemies, few stars, few planets, few habitables, many possible strategies are important to keep the game interesting. Every new tool improves the gameplay a lot, because it gives me the ability to play out even more complex plans to domination.
By the way I don't plan to buy DA, because most of it's changes don't fit my playing style. I'd have to rip half the addon out so the gamemechanics are basically the same, just with some new stuff like that nice ship-review screen and some more ship-juwelry.