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There's two issues with mechanoids, if you add this mod mid save they won't get the new worktypes and for some reason on rare occasions possibly due to a mod update their worktypes might reset causing them to not have the new worktypes.
You can fix this with the use of dev mode. First enable God Mode (Face Symbol) then click a mech and press the Make Feral button, then click Recruit, then click assign overseer.
Looking at the file the bonus per level is the same for social and intellectual. So either one works, although both is best.
Looking it up the Activity Suppression Rate stat uses Intellectual and Social. It's description "The speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.". I think for the most part you'd want to use a skilled person to suppress them, one because it wastes less of the persons time and two because sometimes you just really need to suppress them quickly.
I think its fine in Wardening especially highly prioritised as it is. Although I'm sure in the future people will ask me to add an optional worktype for it because their zoo of 100+ entities is keeping people too busy to do any other tasks in Wardening.
Wow that's probably a pretty old bug. I think the patch for it ended up getting lost when I overhauled the mod in 1.4. I've uploaded a fix.