Yeah, most 4x games have this issue of being able to actually win the game when it is blatantly obvious that you've won. Note that I am not going to suggest any game breaking late events or nearly game breaking ones. What I will suggest is to add a couple more sensible VC's when it is clear that you are dominating the galaxy and will continue to do so.
Here's an example from a game I finished last night. I usually play L/8/I Large 8 players (7 AI and me and typical amt. of minors) Incredible. I timed things just right as I hit 75% map influence just as the remaining Torean planet flipped to me. It was just me and two small Mal. civs so rather than conquer them (my friends), I figured just spam some influence SB's in open spaces and get influence and diplo techs and win by influence. This was going fine and my influence began to grow even more, but near the end of the 10 turn countdown, both AI's did something (likely thru techs) that pushed my borders back a bit and now I only controlled 74% and had to build a couple more SB and start the 10 turn clock all over again! This nuisance just delays the actual finish of a game won long ago.
I'll suggest a few things.
1) Perhaps Influence Victory should be immediate at 75% and the 10 turn clock should start at 2/3 (67%).
2) Perhaps there should be a combined conquest and influence VC. ie..I control 60% of all habitable planets and have 60% influence and the 10 turn clock should start. Get to 67% and I win instantly.
3) For conquest VC, perhaps as in Civ5 all I should need to do is to capture every major AI home world.
Just some food for thought, but won games need ways to be won earlier.