Actually, I like the idea of using Super-Diplomat (you'll be surprised ). Not only could you fund a greater early research (to do so might require to change to another techtree - look out which race has the most powerful labs initially and ASAP) by contacting them 4 weeks sooner, you also get more money out of trade, and be even able to re-contact them on 1st March, 1st April usw...
On the other hand, you be sacrificing Spore for that, and you'll have to use Planetary Invasion (PI) instead - which, in a Gigantic-map, might mean you'll facing some problems ending the game in time; but in the Tiny class it's entirely doable.
As a matter of fact, personally I tend to believe that Spore in the Tiny Galaxy is not so easy to use as in a Gigantic one, because range scales too much down in a Tiny Galaxy; ie you be facing the 168 days Ship-upgrade time very often, although the system is actually very near. Then, given the right research & preparation, a mass-upgrade of a handfull of Troop Transports (necessarily only bare Cargo Hulls all to the same design) to max range & speed on 1st April should yield a victory on 8th April.
Another thing is that in a Tiny class ican be lucrative to get as much Fast Surveyors out ASAP, using planetary jumping you can actually collect alot of anomalies - so if you give them a weapon standardly they can, in the end, clear all planets from guardian ships; so your Troop Transport can focus on Troop Modules , engines & life support instead.
It has all pro and contra, that's the greatness with this game, there are many trade-off; here you sacrifice something but get a bonus somewhere else instead. Important is that you focus on a main-strategy and support this by all means. Play it out to the very last.