All that information is useless to me unless you say how it is bugged though
Ok i'm in a good mood and with some time left...
SoI markets work in a convoluted way thats difficult even to explain it and even i dont know the sordid details. Main thing though is that resources you buy from sphrelings are payed for, but the spherelings producers dont receive for it. This leads to two different things:
1) huge money leak in the game and late game liquidity crisis contribute factor and;
2) that if you sphere a country looking to have access to rare good produced by it, those rare goods rgo's wont get paid anyway for what they sell to you which will make them increase unemployment, their production will plummet and their economy will tank (the same way your economy tank when you get sphered, its because of this bug). Its way better to just annex that rgo you want and control it yourself; producers will actually get paid for their sold goods and you will have access to all the production of it + it benefits from your productions techs.
Now that we get out of our way that SoI sucks and why you shouldnt make them (except for events like unification and canals), i will tell you which relevant and creditable information you can get from the trade screen (keep in mind everything below is in a no sphere scenario):
"available" information in the "common market" tab is how much of the good you produce. This isnt a 100% reliable information although most the times is fairly accurate. For you to have a 100% certain number of what you are producing total in game the only way is going to the production tab and manually summing up all your factories output, manually summing up all you Rgo's output or, the easiest way, manually summing up province production/factory production in the ledger screen.
"total produced" in the production tab (when you click in a good) is total bollocks and may or may not be equal to "available" in the common market tab.
"total used" in the production tab is the result of "available" in the common market tab minus "exported" in the common market tab and is also bugged due to; a)"available" in the common market tab may be bugged as aforementioned and b) "exported" in the common market tab is:
"exported" in the common market is actually how much you are exporting OR importing of a good. Its usually accurate but may be bugged sometimes and it should be equal to the "activity" number in the "market activity" tab when its not bugged.
Again this in a no-sphere scenario.
The "market activity" tab is actually the most reliable one and the one you will get the most useful info. The "activity" number is how much of the good (quantity wise) you are importing or exporting and the "cost" value is how much it, well, costed in actual $. if it is positive you are exporting it, if it is negative you are importing it. If both of them are 0 it means you arent neither importing or exporting that good.
With that information and the total produced information you can deduce how much you are actually consuming of a good. But as a rule of thumb you want to achieve more goods that you are importing (so you wont be importing them anymore and thus wont be more dependent in the world market).
Needs numbers arent accurate. Or maybe they are but only for potential needs. Anyways they are useless because i already had cases where i'm producing more than my pops/producers/government needs and i'm still importing that good.
needless to say all this hold truth only for vanilla. If you are using a mod than i cant help you but probably you cant trust anything.