Even being superbreeder I'll still build recruitment centers or fertility clinics... This allows me to grow pop even faster as well as maxing out planets population.
Further, it will delay the early bancrupty. In order to prevent this you should leave your planets empty with the exception of a starport, and maybe make usage of bonus tiles etc pp, taking research/production simply from the colony building. (I'm talking about the stage of colonization)
Now these aforementioned buildings do have next to no maintenance and are fairly cheap to build and help with that which is most important in the game - population. (population is in essence the basic driver of the whole game)
The social production that is used for them is not lost - because you can overbuild them with other buildings and most of the time their cost is taken into the equation (sometimes not, always check that out by lokking at the "instant buy" option - but generally speaking, the new building should be more expensive than the inital one [otherwise you'd get a negative value)
You also want to research farms early (as superbreeder).
Generally everything that yields racial innate bonuses - and don't trade them to the AIs. As well as don't trade diplo techs or weapons.
About freighter I have some mixed feelings. The cash income fromt hem is only recognizable in the very beginning or if a route does last over the whole map for quite some time, but this doesusually not happen. And in early stages of the game I'd rather build a new colony ship instead of a freighter. What is ok is trade for AI scouts and upgrade thme into longrange freighters, will save some time too cause their usually already far away.
Focus alot on research and economy. Without these two military production is worthless. Build military according to what the AIs are doing. Don't fall back, try to be at 60%-100% of MMR, if races try to bribe you this is very bad.
Let the AIs attack themselves, select enemys carefully and if doing so, conquer them fastly.