I think, Silverblaze, that you're thinking more of mental consequences. I don't see how a social consequence would change how you think, so much as how you might act or how people see you.
A social consequence wouldn't make the PETA activist suddenly become a meat eater, but it might make him feel really embarrassed about pontificating at the neighborhood barbecue and keep quieter about it. Or it might make his friends think he's not chivalrous, but just whipped.
You'd need to really mess with someone's brain to change how they actually think.
My question is, how do you determine or limit the weapon rating? Is it skill based, or does anyone with a megaphone suddenly start hurling Weapon:5 social attacks by virtue of volume?
Personally, I'd be in favor of removing Social consequences entirely, for reasons I've gone over before (in short, it makes zero sense to me that it's easier to take you out in a fist fight because you got drunk and embarrassed yourself last week). Instead, make them just temporary aspects with a duration up to the GM's discretion.