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Most leaders have a time and a place. For example I pick Mustafa Orbay if I've neglected importing life forms or need additional project proposals. Tsvetan Ivanov's Marrlywood Studio is a great addition to a support-oriented mega-city.
However, I almost never Beatrix Barbier because her buildings are an opportunity cost I cannot reasonably make in the early game. I'd rather take anyone with resource production over her.
In general, I weigh the dynamic traits heavily when choosing a leader. There is a Dutch leader (forget his name), who brings to the table cheap dike building; if I see him & Henry Carnegie come up at the time, I'll have carefully consider each.
Senstrae's comment about helping resource production in the early game, always factors in. But you also have think about the long game. (i.e. Leader A's current trait's might be very helpful during the next 10 turn's, but leader B's dynamic trait could stave off defeat, 30 turns from now.)
“Kill your darlings” is a terrible long-term benefit, though. It requires too many cards to trigger. The times I’ve taken him, the game was over before I discarded enough to trigger it.
I generally avoid Lena Kertesz. While sometimes I do have 800 support, it’s only late game, and the opportunity cost for waiting that long for a small benefit is large. I never use her Support ability either.
Honestly, a lot of the leader actions are inferior to exploration. I tend to weigh the passive abilities higher, because they don’t cost you an exploration action to use. A handful of the actions are powerful, but there’s a lot I never use.
An exception to that is your second leader. Having a good second ability (+5 power or +5 food) is a boon then because you’re often so short of power you can’t afford an exploration action.
Carnegie is definitely one of the strongest leaders. The only downside is that I know I'll be not exploring for many turns, so hopefully I have a lot of rovers and/or satellites going.
There are times in the early game which you’re constantly in the red - 4 turns or less of support - and the support deficit is low enough that 50 is going to make a difference. It’s about 25 more than you can get from an explore action.
The art gallery is just crap. You really need 2-3 support locations to make it even remotely worthwhile, and it’s uncommon that you’ll take any.
The passive ability is a “win more” bonus. If you have 800 support, you’re probably not having any troubles at all, and the game is probably over soon. +1 project choice and +1 project pick isn’t bad, even if it doesn’t scale like most bonuses, but since you don’t get it until it doesn’t matter, it’s very much a dud passive ability.
I don't think there is a "worst" or "best" leader, as everything depends on the context, but it is true that some can be universally stronger, like the already mentioned Henry Carneige. Another one that it's super solid is Antti Vanhanen: his in-depth survey ability that allows you to increase the size of a mine that hasn't a deposit yet is amazing on turn 1, specially if you can combine him with a starting bonus that allows you to expand rapidly. Increasing the size of the 2 close mines you get at the start is huge. In fact, it is one of the only abilities I activate other than exploration ones at the early game. On top of this, his passive gets you more titanium, arguably the most crucial resource of all.
My favorite leaders are Jeong Hak-kun and Arthur Foster. Jeong's tech bonus is especially fun when playing Planet of Knowledge; you get to big from three sets of three cards each. Arthur is fantastic. Fun fact: On the turn he appears, you can demolish your tritium mines, appoint him, and then rebuild the mines with double the yield with his ability. Drilling for resources can help you build more things, sooner. Clearing 5 rocks for free is usually like 15 free energy.
I don't think I've ever chosen the Marlywood guy; he just looks so bad on paper.
Hasn't failed me yet. :)