Executive Vigor 15 (+1)
Interstellar Dominion: 27
Technological Ascendancy: 17
Voidborne: 22
Master Builders: 16
World Shaper: 7
Galactic Wonders: 21
Synthetic Ascension (The Flesh is Weak + Synthetic Evolution): 20
Psionic Ascension (Mind over Matter + Transcendence): 21 (-2)
I've already mentioned why I don't find psionic ascension reliable. It's not really even about the RNG (though it certainly doesn't help), but shroud cool down time. It takes a long time to amass all the bonuses, and while getting the short term boons is nice, its pretty annoying constantly getting them while waiting for the better shroud events like the chosen one or covenants.
Executive Vigor is really underrated. Long explanation coming up.
Influence saving is extremely good in Stellaris since it is the resource that is hardest to accumulate large amounts of. Typically, you're going to want to run at minimum Capacity Overload (300) and Production Targets (300) or a total of 600 influence. but with artifical moral codes that becomes 510. . Not to mention you could easily be running 1000 or more influence worth of edicts (Map the Stars, Farming Subsidies, Research Grants, Land of Opportunity, Declare Saint, Peace Festivals, Improved Energy Initiative, Improved Working Environment, and the Master's Teachings edicts are all worth running if available). Let's assume a level 4 ruler which gives +20% edict duration.
By taking executive vigor you extend edict duration from 12 to 17 years (note that edict duration bonuses are additive). At 12 years you are looking at an effective monthly cost of 3.54 influence. At 17 years, the effective monthly cost is only 2.5 - basically representing a saving of 1 influence per month. This is equivalent to all the +1 monthly influence civics as well as the fanatic authoritarian boost. Now say your running a materialist empire, and you have access to the Improved Energy Initiative event edict. You choose to run Farming Subsidies, Research Grants, and Improved Energy Initative on top of the energy/mineral edicts. You are now looking at a cost of 1200*0.85 = 1020 influence. The mothly influence saved is now doubled (about 2.1) which is just an enormous amount of influence - more than what's produced by a faction.
Looking at campaigns, running all three represents an energy cost of 3000*0.85 = 2550. Simple calculation will show that Executive Vigor saves 4.56 monthly energy - a negligible amount.
Unity ambitions are super late game have such variable costs I'm not going to discuss them.
tl;dr version: Influence saving perks are awesome and Executive Vigor is really good at it.