Logistics!
I think that all sounds more or less right? I find that the visualization tools - particularly the 'current points', 'preview points', and whatever the '6' key is that colors the landscape based on military logistics access -- are generally sufficient. Combine that with the general mantra that if you're having logistics problems, the answer is
usually to build another truck station at about the point where your logistics starts dropping. Haven't had much use for supply bases.
The more complex bit about it is that you want to generally build roads sparingly - by default, at every fork in the road the logistics network will evenly split is distribution. So having a bunch of short forks can be very bad for logistics. There's a traffic light function to manually fiddle with those, but easier just to be mindful of road usage.
Edit: also worth noting that the total logistics value of your SHQ is quite important. In practice, this means you either ought to nationalize the truck station on your starting city at some point, and/or build a rail hub there. The private trucking station is not terribly great.
On planets, the defaults do seem a tad restrictive so I err towards unclassified and lots of rerolls. As you all have probably guessed, the initial star type + distance + tilt and all that have a pretty big effect on the range of the subsequent steps, so if you're looking for life akin to as we know it, it's good to aim for a goldilocks planet.
On Political Points, I generally have a decent surplus as well. There are some expensive and useful items (e.g. prospecting push) that I try to use sparingly, though.