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Adaptability has a strong finisher which improves planet designations and scales with planetary ascension, which makes it a good combo with harmony. Enmity is top tier as long as you have rivals. Discovery is also good one.
I'm aware discovery is very popular, but I will usually skip it because the two things it does are (IMO) smaller than they appear. +10% research speed is actually only +3% research speed in absolute terms, when you allow for the fact it is only additive. (It would be worth +10% if you had no other bonuses, is worth +5% if you have +100% from other sources, and only +2.5% more absolute tech speed if you have +200% from other sources). If it's a choice between +2.5% faster tech (someone can correct my math), and having twice as many colonies, which would theoretically increase my tech by a lot more than 2.5%, then I'll take the extra colonies. Similarly the -20% consumer goods is only -20% on the base since it's also additive, and since there are a lot of things that increase your scientist consumer goods upkeep, unless you've built entirely to nullify it, I figure you might as well not bother (it would only be powerful if you could get it down to -50% or so, then the extra -20% would be very noticeable, but since the science rework I can't see that happening).
I kind of get it with adaptability, but as far as I can see the only sizeable benefit it gives you (improved colony designation) is also additive - which is to say if you're getting bonuses from other sources (repeatables, edicts, etc.) that 10% extra energy from an improved generator world designation kind of pales into irrelevance (even if it's been boosted by ascension tier). If you're getting +200% output from a source, as previously mentioned +10% is really only a couple of extra percent in real terms. It's a measurable increase, but I find it hard to value it against a million diplomatic weight, double the colonies, or a federation of the optimal type for my build and double the number of diplomatic agreements.
The way I've approached that is to pick a tradition tree I understand poorly and make it the central focus of a game. If you never take espionage and politics, then make taking them your first priority and build your game around that choice. It'll be a different game than you're used to playing, and possibly not as successful. But if it ends up being more frustrating than rewarding, you can just quit and go back to your default mode. And if you enjoy yourself despite pegging a slightly less than perfect score, well you've learned something about yourself and the game at the same time. At the very least, it's not unhelpful to learn ways of compensating for the absence of a tradition you enjoy and rely on.
I agree that choices like supremacy seem like a no-brainer, as that one tradition has a huge impact on fleet strength. And of course, an ascension tradition is pretty much a must.
But it also matters when you take these traditions. Discovery is an excellent first pick, as it speeds up the early research (it's not just the finisher, increased station research which is a key source of early game research and also the decrease to researcher upkeep means to can have more going), gives you better picks and helps you explore faster to find good stuff, particularly anomalies (+20% between the agenda and the edict, added to a meticulous explorer mean you will have a lot of anomalies). All of this amounts to a large snowball that can end up being a huge tech advantage by the mid game.
On the other hand, Discovery as the seventh pick is almost useless (no anomalies, little to explore, research picks don't matter so much, research upkeep is not the big issue, most research is planet based and as you said, +10% doesn't count for much in amongst all the other bonuses). Equally, taking supremacy as your first pick would seem to be a mistake. It has almost no economic bonuses, nor are you wanting to build a massive fleet in the early game.
I do think each tradition does have it's play style, and their way of matching the other traditions. For instance you could go aptitude and put governors on all more of your planets for greater specialisation and economic output (more, better leaders with reduced upkeep). Go adaptability to focus on hyperspecialising planets (less housing required, less strategic resources needed and greater effect from planetary designations). Go enmity and get resources from your enemies being stronger than you (great in a game on grand admiral).
https://youtu.be/Cb3qwE8Px-8
if you want, you can check different opinion
looks like you will desagree with that a lot, but i agree with him more than with you
expansion, politics, espionage, aptitude - meh, too weak
mercantile - only for full trade builds
diplomacy - i am xenophobe myself, so screw those federations
domination - only for builds where i try to maximise empire size from pops reduction(now i have only one, with sovereign guardianship)
harmony, unyilding, prosperity, adaptation - good, choose often
prosperity used to be better
supremacy, discovery - always
statecraft - it is fine, but not sure yet, i still miss leaders meta with must-have aptitude
Ascension picks are what will define your empire more than traditions.
With enough technology points you can fix anything.