I like the Pacifist add. It never really fit into the Religion Civic IMO.
I agree about the name change for Secretive, but I can't think of much better. Covert?
I'd suggest replacing Seafaring with Maritime, and perhaps add plot bonuses to Ocean squares (as opposed to coast)
For Agrarian, I actually replaced the default labor civic with that, and gave +1 food from farms, plantations, and pastures. (I wish I could figure out how to increase build speed for ONLY those improvements)
Similarly, I renamed the Philosophical trait to Scientific, moved the Great Person bonus to Spiritual, and added a +20% global science boost (though that might be a bit high in mid-late game)
Raider and aggressive seem too similar, and with Imp and Pro it would make for 4 combat specific traits, seems too one-sided. How about changing aggressive to give Combat I and City Raider I?
Creative really needs some love. the +4 culture per city is useless after the first 20 turns or so, leaving it with just the petty building production pluses. I'd like to see +1 culture per pop point, or at least a global culture % bonus.
I've tweaked my own traits to give a minor, but very noticable -25% build time for nearly every building and wonder that could be associated with a trait (focusing mostly on the weaker ones like creative, charismatic, and organized). In this way, on Noble without Industrious, the distribution of Wonder building was very even between the AIs and I. It also seemed to make the wonders fit better to the AI leaders.
Again, all this is just IMO feedback, great job, and thanks for contributing content
This is a XML Mod Component including 7 new traits: Secretive, Pacifist, Seafaring, Raider, Agrarian, Scientific and Nationalistic.