I updated the svn yesterday, is it faster for you now Quantum?
I play the release version. I would need to download from the SVN repository and test it.
In my opinion, the Developing Leaders is one of the best innovations you made to the game, alongside removing the UU and UB and replacing them with Unique Cultures.
Both features make the development of civilizations more realistic, with natural resources, terrain, initial position and weather better defining how a civilization will evolve and prosper. I'm no longer bound to a useless seafaring UU if map placement didn't put me near the coast, for instance, or if exploiting the surrounding land is much more beneficial to me than exploring the ocean. Likewise, I'm no longer in disadvantage if I select a leader (which originally favored culture) and then find out, after some terrrain and resources are revealed, that I would benefit much more if I prioritize financial growth, or farms.
In this regard, for instance, I started a game with a civilization whose leader do not usually have the Expansive Trait, selecting Developing Leaders, Start with no Positive Traits and Focused Traits. On Turn 01, I found out that most of the surrounding land was jungle, which means a LOT of unhealthiness. Therefore, Expansive became a necessity for my civilization to overcome those mosquitos and diseases. Without it, I would have to migrate (as I chose to do, nevertheless) to greener pastures.
Therefore, both systems are great innovations to the game. As great, I risk saying, as the Prehistoric Era gameplay.
Anyway, If I was to suggest changes to these two features, I would suggest that:
1. No civilization get a Unique Culture, and instead all start the game with Culture (Human). After the research of a certain technology (or after some culture is gained, as it happens with the Developing Traits), let the player choose to which main culture his civilization will belong. I would only implement it if all the subcultures of a given main culture favor a specific strategy - for instance, if all the African cultures favor war. On the other hand, If all main cultures have "subcultures" designed for war, commerce, culture development, etc., I would leave it as it is.
2. I would reduce the number of times the player gets to choose traits (until the implementation of the tier system, although I'm not fond of it), and make all of them useful during the entire game. As they stand now, some traits are not useful in the beginning - specially Industrious, Seafaring, or Politician, while others are invaluable in the early game, like Expansive.