Also being intrigued by the challenge, I took it up. I had played Iconians before, but only twice, and that was some time ago and I couldn't really remember how they worked. After playing them again, I am beginning to think they are not meant for a fast start, but are meant to claw their way from behind, which makes for a slow game. [Won by Tech victory at 7 years, 2 m, 4 wks at Tough.]
My settings were slightly different than the OP's. Tough, Huge Map, Star Density =Tight Clusters Habitable Planets = Uncommon (Unc), Planets = Common, # of Stars, Anolomalies, and Asteroids all = Abundant, Normal tech rate, 5 minor races, Frequent Random Events, and Frequent Extreme Planets (Hey, might as well exploit the Super Adapter ability!). Full nine opponents (Left out the Korath and the Thalan since IIRC, they weren't in the original DL storyline). Mega Events off, No Tech brokering or Surrenders (if the AIs would surrender in a more sensible fashion I'd leave it on, but having a huge, but unarmed AI empire surrendering to an armed AI who can't even invade them irritates me.) Ascension and Diplomatic victories = off.
As the Iconians, I chose Technologists (my usual choice for any race, but with habitable planets at a premium, the +1 Sensor range seems more important than usual). 4pts went for +30% Economy, 2 for +15% Morale (I tax heavily), 1pt for Creativity, which was very useful in the early game since I got several early techs in rapid succession thanks to that. (Admittedly that was luck, because I've started another Iconian game, and despite the same race settings and Trading for the Arcean exclusive tech that gives +25% Creativity, it has not worked once so far despite a higher base chance of success!)
First Turn: Purchase Colony ship, purchase Precursor Archive, set taxes at 58% (63% approval).
Tech path followed was similar to Noctilucus' in Reply#2, but changes after Xeno Engineering. I went for Propulsion techs up to Impulse Drives and then Sensors to try to get early Survey ships out to keep the economy afloat by finding anomalies. Xeno Comm up to Trade followed, then the Interstellar Bartering line up to Merchantilism (?). Weapons techs followed, up to Kinetic Streams II, After that I started the Xtreme colonization line since I'd found some 18+ Heavy Grav Worlds. Then I went for the long road to Merchant Trade Complexes. Stopped recording after this, so can't tell you more tech details.
Fought three wars, the first against the Krynn thanks to the assassin RND event (we'd had good relations and trade until that point), the second against the Yor (for role-playing purposes - reclaim the homeworld!) The third was against the Korx, who were the 400lbs gorilla of the game and who destroyed the Terrans. Did not actually finish off the Korx, but stopped short after taking 70% of their worlds. I was hoping to flip the rest, since the Iconians at the time were close to an Influence Victory, and I'd taken the high influence Korx worlds, leaving the weak ones surrounded by my influence. Only got two planets this way, and I eventually went for the tech victory, letting the AIs fight among themselves ineffectually).
My current Iconian game has almost the same settings, but planets are now Unc, and the stars are scattered. I have both starting saves (ToA version 2.03) if anyone would like to try them. I'm not a strong GCII player so a more experienced player could probably get a faster win on that first game. Are we allowed to post saves on the forum?
A question, why do the Iconians only get 7 customization points? Is it because they start with a Class 14 HW?
Edit 1: Yet the Thalans start with a Class 17 and get 8pts, go figure.
Two Iconian hypotheses that need further testing.
1. Early survey ships are important since anomalies vanish quickly, and are often worth more than tech trades.
2. Influence is important for the Iconians for passive tourist income and defense. With inferior farm tech it is hard to fill transport and maintain the economy, so flipping worlds is more important than for other normal civs.