In that case, here's this suggestion again, so it doesn't get lost to posterity.
Perhaps you could even produce stupid, slave races that would do the opposite.
* Different modifiers - produce a gregarious race with high Diplomacy, or a soldier race with high Militancy and Xenophobia. (The latter might get bonuses to troop strength, too.)
By the way, putting a training academy on the colony of another race should strongly influence what kind of graduates you get. A smart race should produce a higher proportion of scientists (with bigger chances of high bonuses), and even the non-scientists should be more likely to have Geology bonuses and the like. While putting that academy on a soldier race's colony would give you more officers, and ones more weighted toward command.
* Medical technologies that would extend the lifespan of commanders, or cure them when they fall ill.
* Biological weapons. The cost of researching new plagues would depend on how specific they are.
Like, you can pretty cheaply produce something that will affect all oxygen-based life (or whatever), but if you wipe out a planet with it, you won't be able to use it either.
On the other hand, for a lot of research points you could develop a plague specific to a particular race, but will (probably?) leave your own race alone.
I figure you'd mostly deliver plagues to planets via missile. But perhaps there could be a ship-to-ship version too - if it breaches armor, the plague is delivered to the crew. Meanwhile there could be defenses like extra compartmentalization, or well-stocked sick bays.
* Reduced cost of infrastructure, or extra bang from the infrastructure you have. Terraforming efficiency and reduction of colony cost could arguably be moved to the Biology category, too.
* Oh - how about applying different themes to different races? Or is this possible already? (I'm not at my home computer at the moment.)