From a gameplay perspective, I don't think Diplomatic, Entertaining, or Corporate would work all that well.
Diplomatic really doesn't have a noteworthy effect (open up the hidden attitude modifiers SDK and check out that some Civs start with an automatic hidden -2). It would have to be +2 or +3 to have a considerable effect. Getting a production bonus on a single wonder is not worth having.
You can set the sliders to 5% (I did for my mod) in the GlobalDefines XML file. I'm not sure about tying so much of the bonus to colosseums, though. And again--extra production on just a couple wonders steps on Industrious and is a very minor benefit.
Corporate is only relevant in the late-game; I would never pick it because I have only founded a corporation in 1 of my last 5 games. I think that all traits should have some relevance throughout the game--it can gain or lose influence or relative strength, but all traits should be usable from a fairly early point and remain usable until the late game.
To avoid the (potential) brokenness of the Scientific trait and monasteries, I humbly suggest one of my old creations on the I&S forums that never got much press:
Academic
+1
per population point
Double Production on Observatories, Research Labs
It would need serious playtesting, and I'm guessing that beaker would go down to 3/4 and be fine. Early game, this would help you immensely because even your production cities would generate a few extra beakers. It also gives an incentive to avoid whipping (after all, you are losing extra research with each whip as well). This bonus will lose its punch as the game progresses: after all, Representation + Scientist will produce 6 beakers to the 7 produced by the Academic guy, and a comparison with a town producing 7 commerce with Free Speech and Printing Press is similarly close. To make sure you still feel like you have something later in the game, you get a production bonus on Observatories and Research Labs.
Diplomatic really doesn't have a noteworthy effect (open up the hidden attitude modifiers SDK and check out that some Civs start with an automatic hidden -2). It would have to be +2 or +3 to have a considerable effect. Getting a production bonus on a single wonder is not worth having.
You can set the sliders to 5% (I did for my mod) in the GlobalDefines XML file. I'm not sure about tying so much of the bonus to colosseums, though. And again--extra production on just a couple wonders steps on Industrious and is a very minor benefit.
Corporate is only relevant in the late-game; I would never pick it because I have only founded a corporation in 1 of my last 5 games. I think that all traits should have some relevance throughout the game--it can gain or lose influence or relative strength, but all traits should be usable from a fairly early point and remain usable until the late game.
To avoid the (potential) brokenness of the Scientific trait and monasteries, I humbly suggest one of my old creations on the I&S forums that never got much press:
Academic
+1

Double Production on Observatories, Research Labs
It would need serious playtesting, and I'm guessing that beaker would go down to 3/4 and be fine. Early game, this would help you immensely because even your production cities would generate a few extra beakers. It also gives an incentive to avoid whipping (after all, you are losing extra research with each whip as well). This bonus will lose its punch as the game progresses: after all, Representation + Scientist will produce 6 beakers to the 7 produced by the Academic guy, and a comparison with a town producing 7 commerce with Free Speech and Printing Press is similarly close. To make sure you still feel like you have something later in the game, you get a production bonus on Observatories and Research Labs.