2. Industrious - help guarantee an early wonder or for wonder bread economy. +100%

on forges is great, too
3. Expansive - +25%

on workers is nice, but the +100%

on Granaries is fantastic
Strongly disagree. Industrious is near useless if you plan early game expansion -- since you'll be conquering wonders anyway, and there's much more potential value per production in military units than wonders.
I've had this argument so many times before: if you
prefer to play peacefully that's one thing. But there's really no question that early game aggression is far superior to remaining passive and constructing wonders instead (unless you play on very big maps with few civs). Conquering 1-2 neighbor civs is always going to be better than whatever wonder you can build, or tech you can bulb, that early on.
Just consider this: even with Industrious, you get more than 5 (!) swordsmen for the cost of Pyramids. These can potentially be used to capture several cities, including the Pyramids. They also raise your power rating, enabling more Diplomacy options (such as demanding civs to DOW).
And you say the extra production on Granaries is "fantastic". Well that's essentially 30 free production per city, one time, at most. And cities you conquer likely even have Granaries built anyway. Whereas the extra citizen from Charismatic is potentially 4-5 production every round throughout the game. That means that in less than 10 rounds, Charismatic has given you the same production value. And that's not including Monuments.
TS I think you are right -- and I'd go as far as saying Fin/Chm (Hannibal) is arguably the strongest trait combo in the entire game. Strong, versatile, beneficial long- and short-term, and best of all they are good in any strategy you choose.
If you can snatch Stonehenge early one way or another, Charismatic is far above any other trait except Financial -
especially early game. When you have free Monuments by default, you can also immediately build Granaries/Barracks in new cities, and whip them at 2 population instead of a Monument. All while culture is ticking for border pop simultaneously.
And putting Aggressive so far down the list makes no sense either. You're saying Organized -- before Courthouses are even available -- is supposed to be preferrable to getting double promoted units early game?
Or Philosophical, before you can even generate GP points?
Strong traits early game: Agg, Chm, Fin, Imp*
Weak traits early game: Phi, Org, (Pro)
* Great General bonus is underestimated for rushing. Getting your first Medic units that soon, means saving huge amounts of turns you'd otherwise spend healing units.