First, I want to say that I love your ideas for balancing the traits, I really founded some of them being obnoxoriously better than the another ones in the original game. However, I think that a little criticism should be added since there are some things that I think that you got them unbalanced:
Cha
- No Anarchy
- +100% production for National Wonders
- +1

for: Colosseum, Broadcast Tower
What does have charismatic has to do with have no anarchy? Me not understand

I think that such a trait would be way better suited for an organized civilization. I would leave the trait like this:
Cha
- +100% production for National Wonders
- +1

for:
Monument, Colosseum, Broadcast Tower < = A small measure to compensate the loss of no anarchy
-
-60% to war weariness <= charismatic leaders are notorious for being able to convince their citizens of the need of a long war (Churchill did, Hannibal did, Pericles did, etc).
- Double speed: Barracks, jails <= Yet another measure to compensate for the lack of anarchy, charismatic leaders were quite known for the
Creative
- +2

per city
- +50% production for World Wonders
- Double Speed: Theatre
I do think that it is very, very overpowered. It is the combination of the best aspect of two already good traits (the double production to national wonders is not that useful since the true race is for the world wonders, you have not the same urge to have them). However, I do think that the bonus to world productions should stay because yep, creative civilizations have been prone to build such things. So, my revamped version would be this instead:
Creative
- +50% production of world wonders
-
Monument, theater, colisseum and broadcast tower produces 1 extra
each. Every creative civ has always shined when creating sculptures (monument), theater plays (theater), games (colisseum) or masss media (broadcasting tower). It can be a pretty neat help towards cultural dominance, however, it is not as powerful as the +2 base culture since it is tied to buildings (the early huge expansion advantage is lost).
Fin
- +15% gold per city
- Double Speed: Market, Grocer, Bank, Harbour, Customs House
I liked your reasoning behind the change from commerce into gold. However, I do think that this really overnerfs the trait. So I think that a little help would be great for this trait, see:
Financial
- +15% gold per city
- Double Speed: Market, Grocer, Bank, Harbour, Customs House
- +1 base
per trade route. Making trade routes useful for some civs, while at the same time giving a small boost to the trait, all in one!
Org
- -50% Civic Upkeep
- Double Speed: Courthouse, Intelligence Agency
I really, really think that the no anarchy trait would belong way more to an industrious civ than to spiritual ones (organization lover civs would hate anarchy, right?). However, it is true that to combine both traits could be way too overpowered... so what about...?
Organized
-
-25% Civic Upkeep Still having a civic upkeep reduction, but not as decisive in order to compensate for the lack of anarchy
-
No anarchy For the reasons exposed above.
- Double Speed: Courthouse, Intelligence Agency
Imp
- Double Speed: Jail
- -25% Exp needed for unit promotions
- +100% Great General points
I really think that this is the weakest of your modified traits. Completely useless unless you enter in a war, unlike the agressive trait you cannot actually prepare for a war with that trait. So what about boosting it a bit?
Imp
- Double Speed: Jail
- -25% Exp needed for unit promotions
- +100% Great General points
- -25% civic upkeep. A proper administration was crucial for imperialistic civilizations like the Romans or the British.
Another possible bonus could be a spionage bonus (the vast majority of the imperial civs were reknown for their intelligence services), or a production and commerce bonus in the capital a la bureaucracy, to reflect the "metropolis vs colony" relationship, althought I don´t know if to add these advantages would make this trait overpowered.
Spi
- +2

per city
- Double Speed: Temples, Monasteries, Cathedrals
- +10%

per city
I completely agree with your reasoning: spiritual civs must recieve happiness and culture bonuses. However, I think that the way you implemented them made it a bit overpowered. I think of something along these lines:
Spi
- +1

per city
-
+1
in every city with state religion. A way to give the trait a small nerf, and yet another reason for spiritual civs to don´t switch to freedom of religion automatically.
- Double Speed: Temples, Monasteries, Cathedrals
-
+10%
in every city with state religion. The same reason of the happiness bonus.
Ind
- +1 hammer on tiles with 3 hammers
- Double Speed: Workers
Hmmm, it seems that the +1 on titles with 3

roduction: is overpowered. However, a +1 on titles with 4

roduction: seems like too little to me. So I think that this could be the way to solve it...
Ind
- +1 hammer on tiles with 4 hammers
- Double Speed: Workers
-
+3 base hammer
per forge, +6 base hammer per factory. The industrial revolution is when industrious civs have truthly shined trough. Modern industrious civs like Germany have been reknown for their highly efficient factories, old industrious civs like Rome were known for the skills of their metallurgic artisans.
Phi
- +100% points
- +2

per city
- Double Speed: University
Just a minor nickpick, I would add libraries and observatories in the double speed bonus, but aside from that, perfect.
The rest of the traits (expansive, protective, agressive) are inmaculate, awesome and perfect just as you described. I love the idea behind this mod, so mad props!