Unfortunately, the superpower alignment of a faction has zero impact on triggers. You'll find a lot of Federation Confederacies in Aisling territory, and they're good because only the government type itself matters (for aisling, it's CCC - communist, confederacies and cooperatives).
If there still existed profitable systems to expand into, you'd for example also see Aisling expanding on Federation corporate systems, as again, it's a favorable government type and the superpower doesn't count for anything. There's also similar things for other superpowers (the Empire has a lot of feudal/patronage factions, and they're good for Hudson).
Maybe they'll eventually review this. Personally, I think there's some room for balancing for realism to match superpower barriers, either by:
a. Simplifying the whole system to just look at the superpower of a faction (and give an opportunity for player factions to change their ethos setup, plus like an year of advance warning because oh boy, a lot of work would need to be done even if you just consider NPC ones).
b. Or at the very least further refining some superpower extreme situations in the existing system:
- Incompatible superpowers should be unfavourable by default. This would be especially noticeable in expansions, a deep expansion into enemy superpower territory would require a lot more work.
- Compatible superpowers should not count for unfavorable triggers (but not making it favorable by default).