The problem with the aggressive trait is that none of their bonuses provide any benefit to the empire unless you are actively at war. You only get XP and great generals from winning battles and barracks don't improve the city at all unless running nationalism. On 'day one' of a war they'll be equal with any other army, hopefully the faster barracks give them a slight edge in this case but it's debatable With the reduce req. for GG's you get a few extra per game if you're frequently at war, maybe 5 on an average game as a warmonger. It's much less effective than the Philisophical GP bonus but it has the same overall effect, the first few are a lot quicker than they would be for anybody else but you experience diminishing returns eventually putting you on par with everybody else. So the net effect is a few extra GG's over the course of the game.Glad to hear you've settled on some final choices, but IMO Imperialistic and Spiritual are noticeably weaker than the rest, and Organized is now awesome. I like the idea of including No Anarchy for Org, but combined with a huge reduction in civic upkeep, perhaps too strong. I would be tempted to reduce the percentage. Aggressive seems to have all the good points for warmongering, perhaps reduce the GG point percentage?
Spiritual is deceiving. Being able to build temples, monasteries and cathedrals for half cost is a pretty big bonus. It means you can build your cathedrals in cities that don't have high production without being forced to whip/buy them. Early temples and monastaries can be built in every city very quickly giving them a boost to culture, hapiness and research quicker than anybody else can get the same.
Creative is the same way, +10% sounds weak but even relatively early in the game it adds up to more the +2 culture per city on average. The difference is that it needs base culture to work so creative civs no longer effectively skip monuments, helpful for creative/charismatic and creative/imperialistic combinations. Theaters are mediocre buildings but unlike barracks they provide a constant bonus (and a specialist slot), unlike religious buildings they require no religion and don't become obsolete and they come early enough to be in widespread use. Not to mention there are several of unique building replacements for the theater.
For organized the civic upkeep modifier works pretty good on average. It's underpowerd on small maps where civic upkeep is lower anyway. On any map, civic upkeep is rarely a significant factor in your economy being a mere fraction of other upkeep costs. It will, in almost every case, work out to be a smaller benefit than Financial's +10% gold per city. Faster production of courthouses is actually a lot more powerful than -50% civic upkeep.
Imperialistic was too good when I had it with double production bonuses to more buildings. The effect on national wonders is HUGE, epsecially later in the game long after monuments have become obsolete. Since I don't have industrious civs spitting out world wonders like mad Imperialistic civs have the sole wonder bonus in the game making it very powerful. Of course, it's a bonus that applies to wonders you will allways get to build too so even if you have sub-par production and lack production boosting resource you will still benefit from this.