Also, I just have to ask: how could you possibly have even Xeno Ethics 8 - 12 turns into the game let alone Concepts of Malice? I could maybe see it as a possibility with 100% research funding and very fast tech rates, but it still seems very early in the game.
Actually, it is very easy to do so.
First, you are very right - I go all-lab and very fast research speed. 
Secondly, I usually take everything I can into racial-reseach-bonuses, and that sums up to +65% right from the start. This will multiply itself with the suicidal-research-modifier, and alone this configuration gives me an enormous advantage right from the start - at least, compared to a game that is started in a more "normal" setting.
Of course, this isn't the end of it. Once the game is started my main-focus is to do a most-efficient research, and there are quite a few different techniques/methods available to maximize this, some of them can be carried-out simultanously, and some subsequently....
[Actually, I could elaborate on these in great detail here, but as this is one important key-factor to maximize score won't do so.
]
....and all of them taken together enable me to research most branches of the techtree in a single turn each. There are some exceptions to this, basically the 3 weapon-branches and those techs leading to technological victory.
Also, I never managed to research the armour-branch in one go, it took usually 2 turns (from "Armour Theory" (the Iconian's have it) to "Duralthene Armour" - and from this to finally ZPA) but this is due to the fact that I need ZPA very early on while my RP isn't yet fully outbuilt. So ....."maybe".... this could be done in one (later) turn, too 
On a slightly related note, why does the AI always seem to build all its capitals on its homeworld? The bonuses of the 'civilization capital' seem enough to me that I never give the homeworld more then one capital.
Can't say for sure, basically there are two reasons. The CivCap gives more *base* production - making the build of these caps more easy (or fast); and once built, these will find more (again) base production which they can multiply. So, all in all logically, but not on a long-range scale: Building these caps on a PreCursor-planet, or a PQ29 will yield far better results - with the exception of the EconCap. 
What does the last sentence mean?
In DL (I think you are a DL-player, right?) the game will pick the bonuses of your AI's.
In DA/TA you can edit them, and these bonuses will stay. Actually, you can simply change any of their values/traits, ethics, AiBehaviour, Political Party, racial distribution points, aggression... everything. Thus, to serve my example of the previous post, I could take the Yor back to the full level of AI possibilities, and this then, coupled with their obvious starting bonuses, will maybe change their gameplay to the better.
Now, imagine that, in all likelihood, every poster here on these forums did probably beef up his AI's, played around with them or simply made changes to accomodate his on own player, and later all these changes *stayed* to become a part of the AI traits then..... This might be one of the reasons why people experience these races so differently, because they *are* differently setup.
On a DL-note. If I take the Drath with their +50% racial DEF bonus; and select another +30% DEF in the distribution points menu - these will NOT add up to +80% DEF, but in fact, there will only be +30%. A player who knows that can evade that.
But I've always wondered if the program itself is as smart as that, too because from all I know these points are randomly distributed. Has anybody here made some observations to this ever? Because if this is so, it might be one additional explanation why the Draths don't do that all-too-good in DL.
Interesting... I've never heard of this as a "real" tactic.
A fellow Kzinti "Arunodayt" once reported that from his game(s); ie. once you've successfully conquered some AI's it's basically just a matter of time until you'll win anyway... and he did use this to quickly pursue the inevitable. 