Well, I build starports on every planets during my colony rush, since I colonize only initial PQ 11-12+ during this phase of the game, leaving those "crappy" initial PQ 10 and 10- for later on.
I have to say I'm used to play large or bigger maps only (difficulty now maso and usually slow or very slow tech, abundant all) since I like empire building and massive fleet battles. I do usually play my custom race, the "Teuffarz" with thalan tech tree and super hive and technologist party.
So those planets will be the backbone of my empire, thus needing starports. And during the colony rush, those planets will be producing small (then tiny) cheapest colony/constructors, then small "intrasystems defenders" (meaning those fighters don't have any engines, my usual fighters, any sized, got 2 engines.) when needed.
BUT when it comes specialization time, I sometimes upgrade the starport for a stock exchange or research coordination center or zero gravity entertainement, depending on uncommon planetary tiles wich makes worlds to be econ spec, r&d spec, all with at least 1 farm and 1 entertainement building (since farms aren't in Thalan tech tree I rely on alien tech trade to know how to build them). I usually build an eco starbase in every system with at least 2+ planets, it's a bit overkilling, and painfull to micromanage, but as I said, I like empire building

I usually build a real mobile military only when the colony rush is fully over, but it's another story

So for those backbone worlds, the construction queue at beginning is almost alway the same:
1)Recruiting Center (or industry)
2)Industry (or recruiting center)
3)Starport3)Embassy (cultural victory alway off for me, but having a strong space is a key for a good empire)
4)Entertainement
5)Industry (or econ)
6)Econ (or industry or R&D)
7)R&D
8 and following) Depends of tactical and strategicals needs.
Edit:Forgot to say that obviously, planets with initial PQ 7 and 7- wont be suited for starport, but sometimes terraforming could do miracles (giving you 3 more PQ per enhancement) giving you the opportunity to create a new manufacturing world, and strategical needs as said before (planets in the heart of alien territory) making starports (+ orbital fleet manager) a safespot for your ships or creating a strongpoint.
Needless to say, without any initial "racial bonus", a planet with a starport will need at least two industry buildings (later only one "industrial sector" if sticking to tiny cheapest constructors) to get a "decent" shipbuilding hability. By decent I mean 5-6 turns for those tiny constructors or tiny planet defenders. But nothing remplace a really truly shipbuilding specialized world (you know, 10-12+ factories, at least 1 powerplant, and with that wonderful Arcean building "Navigation Center"

).