My usual use for cargo hulls is explorers (lots of engines, lots of sensors) which can provide an edge early on - later I discard the engines and change them to semi-stationary monitoring posts. For ZYWs, cargo hulls are also invaluable, as they are cheap to build and can be upgraded to spore ships once they reach their intended target.
If you find yourself being bullied, slap a ton of weapons on a cargo hull and let it stay in orbit - you'll get a boost to your military score which will affect diplomatic relations favourably. As long as you don't intend to really fight with them.
OTOH, cargo hulls for constructors are a waste of space - a small hull is sufficient and often cheaper and quicker to build.
But never, ever, fight a war with cargo hulls. It's throwing free experience points / upgrades at enemy ships. Of course, at the start of the game... cargo hull, lots of engines, ATT 1 - against weaponless constructors, bases, scouts, colony ships... can be worth it. Just don't expect that strategy to last longer than the first 15 - 20 turns.