sim country allows for a variety of econ models, that some are more successful than others, or more successful depending on circumstances, like the amount of time you have, or whether you'd prefer to be peaceful or not.
welfare is more a function of your countries over all strength, than a setting. increasing your education, health, social security, and transportation to reach indexes of 120, will give you about the best over all bonus, for your effort. (although i find that i need at least a 150 education index in order to maintain my worker base,)
corporate salaries effect corporate welfare beyond the effects of the country. increasing salaries, increases production, but also increases cost. by increasing salaries, you are supporting a larger economy, and basing much of your income on income tax, and CEO pay out (country resources used,) as opposed to corporate profit.
by running salaries in the 250+ range, you'd be better off lowering corporate taxes, and inviting CEOs to build their corps in your country. as they still pay the country for doing business, even with zero tax, and often better than you'd get from taxes.
running salaries below that. you're relying on corporate income to make your country work. rather than CEOs and income tax. by doing it this way, you should max out taxes, and have a high, 50%+ profit transfer from corps.
the easiest, most popular model, and most succesfull, is the high welfare/low tax/high salaries/CEO model
how ever, i'm very successful the other way.
as far as corps go. i find that "best price," works best for selling, and 1/3 works for buying. (that is it would be start buying at 99% market value, and increase by 3%) but every player will give you a different answer.
supply quality, the easiest answer i can give you, try setting your supply quality to 170, give it about 2-3 weeks, then try adjusting up or down 5 points. but 170 should be a good starting point.