Sure, why not; this is my post outlining my own ideas in that thread:
I completely agree that there should be new traits, and a while back I posted some ideas on what they should be.
I like the diplomatic idea that someone mentioned above, but not stealthy. What is a stealthy civ? I can't imagine any particular nation in history being any ore decidedly stealthy than another.
First of all I would change expansionist and commercial slightly (the other civ traits are fine)
Commercial
1) extra gold in city center (as is now)
2) half price commercial buildings (marketplace, bank, stock exchange)
This would make commercial a powerful trait, up there with religious and industrious
Expansionist
1) get rid of scouts; change the explorer unit to be available to expansionist civs only, available from the start, cost 20 shields, move 1, all terrain as roads
2) longer GA, 30 turns instead of 20
Thus expansionists do NOT get better results from goody huts (something I've never really understood), but do have a special unit that can explore the map very quickly, and a longer GA is very powerful.
New ideas:
Artistic (eg Greece, France, Arabia)
1) non-wonder culture improvements generate 1 extra culture per turn (masterpieces)
2) wonders cost fewer shields to build (80% cost?)
Patriotic (eg, Mongols, Japan)
1) one extra citizen born content in each city
2) reduced chance of culture flips (related to number of citizens, say each native citizen reduces culture flip chance by x %)
Civil (can't think of a better name) (eg, Rome, England)
1) reduced corruption formula (that commercial now has)
2) half price civil buildings (courthouse, police station, collosseum even)
//End
Apart from this, I also liked several of the ideas other people posted. I liked Ribannah's idea of agricultural trait, with reduced cost granaries and aqueducts (possibly also hospitals? or perhaps that wouldn't really fit the theme); and irrigation w/o fresh water; alternatively, you could also have the city center tile producing extra food, as Slothman suggested (commercial produces extra gold, industrious extra shields, so why not agricultural extra food?).
Also, Hawkster's idea of naval trait is encouraging: applied, perhaps, to Carthage, England, Spain: ships get extra move points, you could half-price naval improvements (harbours, commercial docks, offshore platforms).
I think the most important point is that there are plenty of possibilities, and more traits would widen the game so much more that I am desperate for some to be included, if not in Conquests, then whatever comes next. Alternatively, and I'm bot sure if this is possiible, maybe Firaxis could make it possible to be able to add traits in the editor?