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https://rimworldwiki.com/wiki/Traits
It's exactly as it says in the Psychopath Trait. It's largely considered a "good" trait to have by many players because they're largely impervious to many negative Mood forcers. The downside is that they can't get any boosts from good ones and you'd have to target some other Trait/bonus, which may be difficult.
PS: I am not familiar with an DLC mechanics. You'll have to read their own descriptions/details to apply that to the vanilla description, above.
Others can't insult them if others don't come into social contact with them. You could isolate your pawns by assigning them separate work/rest areas and avoid conflict that way.
I don't know about the mechanics you're using/have access to, but you shouldn't have to min/max to that degree just to manage a Psychopath's happiness.
For instance, you can look at the Traits of other colonists to check to see if you have issues with some having Traits that increase the chance they'll insult others or cause negative Social interactions. If you don't, then you're just dealing with the normal incident rate of bad social interactions, not some elevated risk.
Are you planning out some pre-built starting party of colonists and trying to min/max it?
Otherwise, I'd just plan on handling moods/needs normally: High quality meals, adequate bedrooms with good quality furniture, good supply of clothing, good dining/recreation facilities and access, adequate healthcare, controlling for environmental effects, handling other needs/mood issues, etc.
Though, if you're using something in the DLC, you're outside my scope and will have to see what effects that DLC can bring with it.
It's the genetics content from the DLC. Even with all the vanilla non-DLC mood buffs that you mention, we still get more mood breaks than am happy with when @#$* is going south. Adding genes that min-maxes their psychology to have virtually no mood breaks and social fights I am ok with as has reduced the annoyance of other micro management.
Plus we can organ harvest non-stop as everyone is effectively a psychopath with how happy and calm they are that the mood debuffs from orgn harvested & killed prisoners barely effects anyone.
No, but also yes. The trait doesn't directly increase social fight chance like say Bloodlust, but psychopaths are unable to build up positive relations with other colonists by normal methods which means they tend to always stay in a range where social fights are a common social interaction they will do. Generally speaking a colony full of psychopaths will have far more social fights than a colony full of bloodlust pawns.
There are ways around this, psychopaths do appreciate beauty, family/partner, trait, and ideology related opinion bonuses. A psychopath bodymodder with a colony full of beautiful cyborgs will probably be pretty content and not cause issues, for example.