I do use them, much more diligently in the beginning of the game.
Defensiveness -- very key for some starts (see Byzantium)
Development -- needed for Renaissance, for Colonialism and Printing Press -- particularly if you are not in Western Europe.
Advancement -- after you've spawned an institution in a province
Trade Power -- This is where my state edicts go to die.
Once I'm through Printing Press I switch all of the Development/Advancement edits to Trade Power and leave them there for the rest of the game. None of the other institutions are hard to get, and Global Trade is the easiest by far. I think that you could make a case for Manpower too, particularly in your capital province, but even still my intuition is that Trade Power is better in my 350+ development capitals.
Defensiveness -- very key for some starts (see Byzantium)
Development -- needed for Renaissance, for Colonialism and Printing Press -- particularly if you are not in Western Europe.
Advancement -- after you've spawned an institution in a province
Trade Power -- This is where my state edicts go to die.
Once I'm through Printing Press I switch all of the Development/Advancement edits to Trade Power and leave them there for the rest of the game. None of the other institutions are hard to get, and Global Trade is the easiest by far. I think that you could make a case for Manpower too, particularly in your capital province, but even still my intuition is that Trade Power is better in my 350+ development capitals.