Note: This is still accurate as of 1.3.5 Beta. Nothing has changed.
I've been working on this for at least the past week in collecting data and estimating the equations at play in producing all this.
I've consolidated all of this into a calculator, which is given in the video description
of the accompanying YouTube video https://youtu.be/gia-idxfZhs

Max Population
As Erik has said on the forums, the max population of any planet is only based upon its suitability and size. The population the game quotes as the maximum is instead showing quality and size, which won't match up.
The formula for calculating the true max pop is roughly:
(9.429 * 10^-6 * Suitability) * Diameter^2

I have the extra tiny decimal just because it made the numbers pop out a bit better in some cases, but can probably be dropped.
Revenue
The true formula for calculating your current revenue depends upon how filled up your planet is, in terms of current pop vs max pop (percentage filled).
Past 50% full, revenue gain slows down considerably, and the revenue gain further slows down once you get past 75% of max pop. This max pop figure is based upon the suitability curves above, not what the game says is the max pop in the colony details.
Here's a direct example of a revenue curve, with a formula for calculating revenue at max pop.

But as stated, the direct formula will depend on where your current population is at in percentage terms. The maximum revenue gain (up to 50% max pop) is shown below, and also demonstrates that suitability has a proportional effect on revenue, i.e. suitability 60 will earn around three times as much as suitability 20. The same goes for development, a world with 150% development will earn three times as much as a development 50% world.

Support Costs
Starts at a fixed cost of 1000 credits. This seems to increase at a fixed rate for every suitability point below 20. So at 19 suitability, the support cost is 1447 credits. This may differ across difficulties, but my game seems bugged at the moment and isn't adjusting things based upon difficulty.
Fixed cost further increases once you get to 50% of max pop, with each additional 1M population increasing support costs by 2 credits.
So if a world has a max capacity of 10000M (10billion), the halfway point is 5000M, and a population of 7500M would cost you 6000 credits (1000 + [2500*2]).
Corruption
Starts at a fixed number depending upon difficulty.
Normal
Starts at 5%. The current population is divided by the max population to give you a percentage filled number. That portion is then multiplied by 0.4 and added to the base of 5%, e.g. 50% filled is 50*0.4 = 20
20+5 = 25% corruption at planet half filled.
Hard
Starts at 10% base rate instead. The population percentage is similarly multiplied but at double the rate, so it's multiplied by 0.8 and added to the base of 10.
50% filled planet therefore gives 50*0.8 = 40
40+10 = 50% corruption at planet half filled.
Tax Rate
Tax Rate contributes to overall corruption only if you go over 20% tax rate. Each additional percentage adds another 0.5% to corruption.
E.g.
25% tax rate - 20% tax = 5% tax over 20.
5 * 0.5 = 2.5% additional corruption
Corruption Reduction
Doesn't really apply as a true percentage multiplier or anything. So having +50% colony corruption reduction won't suddenly halve the corruption present. Instead, corruption after applying colony corruption reduction is calculated as follows, with reductions in decimal form (50% is 0.5)

Bringing it all together
Net tax revenue tends to drop after a certain point, and requires adding more development and colony corruption reduction just to keep up. But if you have the option, deliberately killing your own population can get you more tax, as long as you retain the same development %, which from population caps at 50% from 5000M population.
Here's an example of that in action. Note that the falloff point where you're actually earning LESS tax with more population depends upon what difficulty you're playing at. Below is a normal difficulty, and a hard difficulty net tax revenue result.


Now, I understand diminishing returns, but the current system promotes deliberately killing your own population to be either at 75% full, or at 50% full for normal or hard difficulty respectively. Different difficulties I can't currently comment on, as again my game isn't applying difficulty settings correctly.