OK, yeah this is going to take up way too much space. Maybe it would be better to do this five at a time, debate it, change it, and move on to the next set, I've got an alphabetical list here of all the goods in the latest release of the game not including the new goods added to the svn since then.
Here's what I think.
1. Bamboo seems like a good candidate for either a hammer bonus bonus, building construction bonus or faster unit training or some combination of the three. The building that produces bamboo goes obsolete at vertical farming but the good does not. Does that mean the good building sticks around in all cities built before then but not newly built ones?
2. Good Basket goes obsolete with guilds so we don't need to worry about any civics past Guilds. Baskets store small items like pottery. Food? A small food bonus?
3. The building to produce beads goes obsolete at guilds but the good does not. Same question as bamboo applies. Beads are both a cultural thing and a trade thing. It could provide a small gold related bonus with communalism though slavery and an equally small cultural bonus thereafter.
4. Berries themselves go obsolete at vertical farming so I don't think we have to worry about post scarcity. As a raw food item I think it might provide a consistent small food bonus
5. Bicycles go obsolete at skyroads. I checked and it seems you're able to get androids before skyroads so post-scarcity still deserves a value. Bicycles are important transportation devices for poor people in poor countries which allow them to get jobs to get farther away from their homes than would otherwise be feasable. A hammer Percent bonus may be in order thanks to all those newly employed laborers. Communalism and Barter might not deserve any hammer percent bonus because the economy is too primitive for any of that stuff. Under mercantilism the people are encouraged to buy domestic which might increase the business of local bicycle manufacturers. The bicycle shop itself might get an additional gold bonus though it would be more appropriate if the building was a bicycle producer instead of a bicycle sales point implied by the building's civilopedia. In all cases however bicycles as a form of recreation encourage a more healthy lifestyle. A single health bonus might be appropriate across the board especially under the green civic which I think should give the building plus 3 health.
Keeping in mind that most bonuses currently applied to the building that gives you the goods would need to be reviewed so that the good and the producing building don't double any bonuses up.