Heres my problem with creative.
Industrious leaders are the best wonder creators. Thats true at the start of the game and its true at the end.
Philo leaders are the best GP creators. True at the start and at the end.
Financial leaders are the best commerce creators. True throughout the game.
Aggressive/Charismatic leaders are the best warmongers. True throughout the game (Aggressive has the lead early and debatably charismatic may overtake at points)
But Creative leaders are only best in culture in the early game.
Agreed. But "Best in Culture" isn't really a fair measure of the usefulness of Creative. Truth be told, Industrious is "Best in Culture," hands down, due to the cultural output of wonders. This is why Industrious leaders are the best suited for Cultural Victories. Probably the best victory condition for Creative is Domination, due to the free border pops.
The advantage of Creative is best characterized by not by being "Best in Culture," but by being "Best in City Establishment." Between the free border pop, plus cheap Theaters, Libraries, and Coliseums, Creative is easily the best trait for getting a city through that critical period between being a newly-acquired drain on your economy, to becoming a productive addition to your empire.
Later they will be overtaken by industrious and spiritual/religious leaders who can easily drown out their culture. In their core competency they lose ground to what is essentially a side effect of other traits.
I agree that Industrious leaders are better producers of culture, but not all cities are equipped to produce Wonders, and Creative cities have a shot at competing against any non-wonder city.
The Spiritual trait is has no relationship to the acquisition of religions, so it is misleading to call them "spiritual/religious" leaders. While it may be true that many Spiritual leaders happen to start with the Mysticism tech (Ramesses being a notable exception), that tech also comes at a price (it takes one of their tech slots), and even then, there is no guarantee that you will win the race to a religion, should you choose to follow that path.
Besides, I highly doubt that the +1 culture from cheap temples can ever "drown out" a creative leader, considering the +2 culture straight off the bat for the Creative leader, and cheap libraries and theaters to boot.
Border wars are not a cinch with creative. +2 culture becomes irrelevant in the mid game.
The +2 bonus is only irrelevant against large, well-established cities. Against smaller cities, it's often quite easy for a Creative leader to catch up, not only due to the +2 bonus, but also due to the cultural output of cheap theaters and libraries.
But in any case, no trait should give you immunity to any kind of pressure, be it cultural, military, or whatever.
- Game where I played as Willem (creative) bordering Saladin (spiritual). In border cities his culture drowned mine out easily. Multiple holy cities, cheap temples etc easily drowned out my culture.
As I mentioned earlier, "Spiritual" does not mean "Religious." It's the holy cities that were your problem, no the Spiritual trait.
- Game where I played as Augustus (industrious) bordering Suri (creative). Again I captured one of his cities with Praets. Later he was pushing my borders and threatening to take it back. I used Industrious to put a wonder in the city - versailles - and suddenly +12 culture from the wonder pushes the culture right back again. Later I can easily drop hermitage in the same city in only a few turns.
Wonders can be built by non-Industrious leaders, too. Especially National Wonders, when you have no danger of losing a race.
Also note that the Industrious bonus can be easily overcome by having access to the appropriate wonder-building resource, such as stone or marble. Additionally, the amount of resources that Industrious leaders devote to their wonders often comes at the expense of military units and city improvements, which can have disastrous consequences for Industrious leaders.
The +2 bonus is simply too small for this to be a good trait after the early game. It only helps border cities - and by less than one artist running would do.
I would argue that, by late game, ALL traits lose their edge to the advantages offered by having larger territory and access to better resources.