It definitely depends on the distance between you and your enemy. Going civic when you're 4 or fewer jumps away from an enemy homeworld is quite dangerous. On the other hand, there's largely no need for military labs early on if he's 7 or more jumps away, since it's virtually impossible for him to attack you.
As for a civic/military combo, the main reason you don't see this very often is because you either attack or you don't. Going half-and-half is usually a sign of indecision. There are a few reasons you may consider it, however. Vasari obviously have the best reason; this gives them access to assailants, basic combat upgrades, and population upgrades. A great balance of econ and military that's relatively low risk, and a great way to open if you're in that "iffy" range that Amish talks about. They don't need two labs immediately; you can delay sentinels in most cases.
For TEC, this gives you access to your population upgrades and your repair bay. I'm personally a fan of the "ninja colonization" technique where you capture the planet out from underneath the militia (after destroying the siege frigs, of course) then put up a repair bay. Of course, in the general case you want to get those LRM's out asap.
I don't think there's a good reason for Advent to do this; I either go straight for 3 civvy labs or 3 military labs, rarely a combination. The progen is your best economic investment, anyways.
NO TRADEPORTS IN FIRST 15 MINUTES
While that's a decent rule for beginners (I've seen too many people rush out those trade ports and have no fleet to defend them) I think there are better rules of thumb. The one I follow is to only put up trade ports once I am able to build a significant chain (at least 3 nodes, preferably 4). This means that I'm in relative safety, and I have plenty of cash lying around to put up the infrastructure. This can happen before the 15 minute mark, it all depends on the situation.
With that said, I can't agree enough that it's a mistake to put up two labs and research trade ports at the start of the game. Colonization and capturing neutrals is far more lucrative and less costly.