Really? I don't think so. That is really backwards.
See what I mean?
I hope your new Trait set is a Whole Lot Less Convoluted.
It's certainly more balanced and measured out. There's a massive sense of randomness among what we have now and I feel a lot of the current design misses the point of what traits are supposed to bring to the game, which are ways to compel you to play your game to different strengths.
I have tried to keep anarchy from commonly being THAT severe, but although it may be possible to get a special 'perfect storm' of negatives in that department, like what you have found with this particular set, there are also combinations you can select that can eliminate anarchy altogether for the most part. I consider anarchy modifiers to be pretty weighty, not a minor thing, meaning a small amount goes a long ways in balance weight against other factors.
Whether you would call this set convoluted or not sure remains to be seen of course. Thanks to your previous points of feedback about trait design in general, and the statements of many others, I have taken the concern to keep the number of factors that each trait brings down to what I feel is a minimum. Of course, it still might be on a high end of some preferences when some have argued for traits to only have 2 effects each. I estimate the number of tags in use probably averages out to about 10 per trait or so.
The thing I know I may struggle with on these traits myself is that they are so well balanced and there are so many of them that it may take a very long time to find the ones you will rely on as 'go-to' traits That's part of the purpose of it, of course, because I wanted them to be able to help to make each game feel very different since you can select deeply varied skillsets as leaders.
At least all should be roughly equivalent in power - imo that's the most important thing. However, on some tags I do allow for large variations where future game developments can change these balances significantly, such as how many buildings apply that get construction cost modifiers and how many techs get direct research mods.
One of the strategic keys of the coming set is to decide if you want to proliferate and take a wide array of benefits and spread out your penalties to be as painless as possible, though frequent, or if you want to get a few really strong ones, sometimes where trait benefits overlap, or there are powerful synergetic benefits between them, but also take some very painful hits on certain areas in the process. This is where some rare combos can produce some evil painful detractions, such as potentially multiple hits of Anarchy Time penalties.
Suffice it to say, if you DID get a terrible anarchy time modifer penalty built up in your selections, you'd want to plan your game approach around that, knowing that you are in that position because you've been granted tremendous benefits in just as powerful ways elsewhere. So if you were to only switch civics on golden ages or if the traits are designed to make you favor one religion the whole game through, for example, the traits help to craft your best strategic approaches to the many 'interesting choices' the game presents a player, if you respond well to what you have at least.
This is where I feel we currently are imbalanced - often where there are strong penalties there are not commensurate benefits, and as a result, in the end evaluation, only a few traits are worth taking and quite a few are flat out lackluster.
Would be dividing anarchy time from traits by 5 and halving crime values good?
I don't care what anyone does with the core traits. I have my design realm on this which is going to be an option set I call 'Complex Traits' (more due to how many of them there are and how they can piece together with each other like puzzle pieces than due to individual trait complexity). I'm about half way through putting them to XML (and it's taken about two months I think to get this far) and then I need to work on the labels and the button arts. So we're a couple of months of solid effort out still - I'm working on this almost every day for as much time as I can find. Then I expect it may require a bit of debugging here and there and at least some diagnostics tests to ensure it's all working as intended - there are quite a few new tags being put to use. IF we all find it delivers exactly what I'm hoping it will and adds enjoyment to the game while improving balance considerably, we can possibly consider making it core and then going through all our leaders and re-appraising their base trait selections.
EDIT: Note on properties in my trait set: I do not appreciate the use of various thresholds of population or property levels to be reached before a modifier applies. I instead strongly prefer simple ratios of x per y population amount modifiers. Thus, +1 Crime per 4 population or +1 Education per population are common, though I've tried to be highly varied with what properties are manipulated, and there are new traits that have manipulation of particular properties as their direct specialty. Where they are applied, they should make intuitive sense as to why they apply there to that trait and they should be a more predictable and measured modification to how that trait influences your game throughout your nation. The current core set established them to be sucker punches that suddenly kick in, often hurting you further for allowing things to be a little out of control. I've never really liked that approach much either. This may be one meaning that the term convoluted is applying to our core set right now.