I don't think we need three religious buildings for each religion. Two is probably reasonable though.
I have no particular ideas for art.
It would be great to get some suggestions from others for the buildings. I still have no particular ideas for a second Messianism building.
Expanding slightly on the post 37 design (some additions, some tweaks):
1. Galactic Empire
Great shrine: Imperial palace. Adds +2 free noble specialist, +1culture per city with this religion, +1 gold to all noble and great noble specialists in all your cities. Spreads religion. Can be built by great priest, great noble.
Unique buildings: Feudal estate. Gives +1 happy, +2 culture, +20% culture. Allows 1 citizen to be converted to noble. Requires tech: feudalism.
Fiefdom. Gives +50% culture, +1 happy, +1 happy if Landsraad is state religion, +1 happy with Sardaukar cooperation resource, requires 3 feudal estates. Allows 2 citizens to be converted to noble. Requires tech: imperium.
2. Landsraad
Great shrine: CHOAM Headquarters. not actually a shrine, but instead another spice corporation hq (and no executives to spread it), that competes with all the other spice corporations (so you can't have both in the same city). Spreads CHOAM religion (not the same as the corporation). Founded by a great trader or a great priest. Gives +2 trader GPPs. Allows 1 citizen to be converted to trader.
Unique buildings: CHOAM outpost. Gives +1 trade route, +25% trade route yield. Allows 1 citizen to be converted to trader. Requires tech: spice economy.
CHOAM Directorate (cathedral replacement). Requires 3 CHOAM outposts. Gives +1 trade route, +50% trade route yield, gives +1 happy from each of the various luxury rade goods (semuta, opafire, soostone, etc.) Allows 1 citizen to be converted to trader. Requires tech: CHOAM.
Allows 2 citizens to be converted to trader.
3. Messianism. (Alternatives: Way of the Mahdi, Way of Muad'Dib)
Great shrine: Dune Messiah (or: Prophecies of the Mahdi). Gives -100% war weariness in this city. Gives -25% war weariness empirewide. Gives +10% military production per city with this religion. So the shrine becomes a unit factory powerhouse. Gives +1 priest GPPs.
Unique buildings: Temple of the Mahdi. +1 happy, +1 culture, +15% military production, +1 unhappy per non-state religion. Allows 1 citizen to be converted to priest. +10% military production with Fremen water debt. Requires theocracy tech.
4. Tleilaxu Supremacy
Great shrine: Prophecies of Bandalong. +4 culture, +2 free priest, +1 hammer output to priests and great priests in all cities. Allows 2 citizens to be converted to priests.
Unique buildings: Zensufi temple. Adds +1 happy, +1 culture, allows 2 citizens to be converted to priest. Requires Faith.
Biology lab. Adds +15% beakers, +1 happy, allows 1 citizen to be converted to priest. Requires Academies tech.
Axolotl tanks. Requires genetic manipulation. Allows 1 citizens to be converted to priest.
5. Qizarate
Great shrine: Grand Palace of Arakeen. +1 gold per city with Quizarate religion, +1 culture per city with Quizarate religion. No unhappiness in the city. +2 great prophet GPPS.
Unique buildings: Quizarate temple. +1 happy, -30% city maintenance. Allows 2 citizens to be coverted to priests.
The Golden Path. Gives +5 happy, +5 health, -25% beakers, -50% trade route yield. Requires golden path tech.
6. Way of Shai-Hulad.
Holy shrine: Shrine of the worm. +2 culture. +1 gold per city with this religion present. +2 priest GPPs.
Unique buildings: Arrakian Temple, +1 culture, +1 water, +1happy with Fremen water debt.
Allows 1 citizen to be converted to priest. Requires tech: faith.
Arrakian Cathedral. +1happy with incense, +1 happy if Shai-hulad is state religion, allows 2 citiznes to be converted to priests, +50% culture. Requires theocracy tech. Requires 3 Arrakian temples.
7. Technocracy
Holy shrine: The Great Processor. +2 culture, no GPPs (its not encouraging human development), +25% beakers, +1 beaker per city with this religion. Can be founded by great prophet, great scientist.
Unique buildings: Automated factory. +25% hammer production, +2 unhappy. +1 happy with Thinking Machines resource. Allows 1 citizens to be converted to engineer. +25% hammers with power. Requires industrialism tech.
Computerized research center. +25% beaker production, +2 unhappy. +1happy with Thinking Machines resource. +25% beakers with power. requires cybernetics tech.
Robotic power plant. Provides power with Thinking machines resource. requires thinking machines tech.