Well this is a good poin, though every time i think of this - culture always seems like a better move. I mean even if you are Tradition - will those +3

per city fix you production problem? Probably not, maybe a little bit. And 3

per city is a huge deal, this really speeds up you policies that are going to fix everything else. And more into the late game it is even more important: around Industrial, when your city has 20

having +8

in it is by far better than having +8

(even if you compare city yields - such city will usually have ~60

per turn and ~25

per turn).
Culture is still the most scarce and important yield in the game. I think of it this way: if i have BIG EXCESS of

- i'll fix all other problems quite soon; if i have BIG EXCESS of

- i will have a lot of techs, but will not be able to use them; If i have BIG EXCESS of

- i will run out of usefel stuff to build. Culture sort of has lowest inflation rate - it does not depreciate when you have a lot of it. This is why i was thinking to make Inspiration 1

per 3 followers, what do you think, will it be to weak?
I always strongly consider getting whatever yield gives me bonus yields. If I'm progress, those hammers give me food and culture too. That science is culture. For authority, yea the culture is really good and I take it almost every time. For tradition, I need hammers pretty much always and I don't really consider culture per followers. Cooperation and food for followers were good until growing became suicidal this patch. Science can be nice because it sometimes secures extra wonders. If having extra hammers or science means I build wonders a few turns earlier, that strikes me as very high impact. The difference between building Tower of Pisa or Hagia Sophia and not is really important. I very distinctly remember a game that I lost in the information era where I missed both Hanging Gardens and Porcelain Tower by a tiny amount, and I bet I would have won if I managed to build either. They are a big deal for tradition.
IDK how good it would be at 1 per 3 (I seem to disagree with most people here, but culture is far less important to me than other yields late game). I would like to see it have a lower cap than the others for sure though. I hadn't though about the culture would scale your historic events up, that is really impactful.
Does Historic Events scale with your city number or does it scale with your tourism output? If its the former, you may be right then. If it grows with tourism, I really think its real power is in a Tradition scenario, exactly the same where Knowledge thrives.
I take this belief with progress very often, its very useful for any victory.
Let's let at yields really quick though. You get an extra great person every 5 turns (with sainthood you easily go infinite with faith). Count all your sources of yields and remember that you earn those every 5 turns. In particular, tradition's golden age points has a big impact, usually they + 1 faith bought artist to golden age is enough to go infinite in my games (I'm skipping Chichen Itza to build something like the Leaning Tower instead).
Then look at the great people themselves.
Engineers=probably the best great people. If you don't have tradition this belief is giving you a wonder (possibly two).
Writers= great works or culture bombs. Amazing high impact unit, the impact of 2-3 extra writers cannot be understated.
Generals= a free citadel. Weaker than the others but still useful.
Artists= described above. Helps you finish themeing or brings golden ages.
Diplomats= These are actually very useful if you went Fealty, but then realize you can win via diplomacy.
Musicians= if you didn't take Artistry, they will speed up your win
Admirals= gold and happiness if you grab luxuries.
Merchants= infinite WLTKD. Great synergy with Fealty and many other beliefs. Move your specialists off gold to something more powerful.
Scientists= being able to boom science on demand is useful for any strategy. Pick a wonder, a weapon, a building, or an effect like radio's tourism surge and unlock it 5 turns earlier.
Tourism Victory: Historic events scale with culture and tourism output. I think Knowledge is trash in all scenarios and TtGoG is just always superior. I'm pretty sure TtGoG has more tourism, especially if you factor in the extra great works you can make. You can faith buy artists and musicians (normally you have to choose). A work of art, music, or writing on demand is worth a lot of tourism; themeing bonuses are powerful. Being able to get scientists as need is useful too.
Diplomatic Victory: Amazing synergy with Freedom's Arsenal of Democracy tenet. Gives you a way to get extra great diplomats if you didn't take statecraft (sometimes plans change mid-game).
Scientific Victory: You will already take rationalism for scientists, but having access to more golden age via artists, faster ideologies via writers, longer WLTKD from merchants (synagogues anyone?), or extra engineers is still really valuable.
All victories can appreciate extra defensive options, supply, or luxuries from generals and admirals.