The problem with the aggressive trait is that none of their bonuses provide any benefit to the empire unless you are actively at war.
This is why I believe economic traits are always preferable to military ones.
Munch
I almost laughed when I saw you were giving combat 1 to seige units. I don't think I have ever done that promotion in a game. It does open up cover promotions, which are usually better than city raider when attacking the AI.
The only time I have ever (deliberately) given Combat I to siege units is for Machine Guns. It is a funny promotion to give to the others, for sure, but I thought it was better than giving it to Armoured units - even though they may make use of it, not every game will see Armoured units being built. The same could be said of helicopters, but it's there because horses and elephants upgrade (how?) to them.
I also don't like giving a beaker to philo. With Liz you're gonna still get a commerce bnus translating into more beakers, a free one from philo, and great scientists faster. As I said before giving her an additional 25% gold on top of that means she will never be out teched, and could also expand very quickly.
Also I know I would value industrious even less, but I actually like that. I apreciate that this trait could be a balancer for a lot of too strong civs.
You think +100%

points is enough for Phi? I don't know what else other than double speed or happiness producing buildings could be used to enhance the trait, if it needs anything more than +100%

points. Unfortunately, when you combine two economic traits you are bound to get a powerful economy/science leader.
As for Ind, I started a game as De Gaulle yesterday, getting over my stigma of playing as the French, and the double speed Workers and Work Boats were particularly useful for getting my capital up to speed super-fast. I haven't got to the later stages, but Factories and Levees will be a welcome boost.
... but Stalin can be downright scary late in the game, until he goes bankrupt anyway.
I love how Civ imitates life.
Outside of including siege units in the bonus, I don´s see that trait THAT much overpowered, specially if we consider the fact that double speed barracks has gone for good.
As Antilogic has been arguing, it's exploitable by a human player (similarly to No Anarchy) in the sense that it opens up high-tier promotions for horses that can make them fearsome; however of course not every game will have an Aggressive leader who has horses.
(Cha)
I still don´t know what does no anarchy has to do with charismatic leaders, but I understand that the war weariness reduction is a pretty hard (or impossible) thing to mod. Generally talking, a nice, balanced trait although not as historically accurate as I would like.
(Imp)
I still think that this bonus is a bit tad underpowered. I mean, in order to make it shine you not only need a war, but a long war, and the double speed jail makes it less unique. I order to solve it I propose the following: remove the double jail production, add a -30% colony manteinance. That way, even empires with not so long wars can really squeeze some nice advantages in peace time, build nice colonies overseas just as the Portugese or British did, and create sinergies with organized (gotta love when two traits compliments each other).
I think Charismatic and No Anarchy go together quite well; some people have mentioned that charismatic leaders are typically war-time leaders historically, so why not allow changing to and from war-based civics without the population revolting about it? A charismatic leader may be able to convince their populace about the need for the draft in the face of aggression, etc.
Yes, you need a long war to get the most from Imp, and that's where the fast jails really shine. Too many times have I been spending valuable war-time

to complete jails when the war drags on a bit too long. Colony maintainance might be nice, but not every map type will have overseas settlements. Also, I don't think it's possible!
@Munch:
Do you think Protective has too much? With the new "reduced" traits elsewhere, +2 happiness, free promotions, double production buildings, and domestic great general points might be pushing it.
I'm still going to disagree with your Aggressive trait, but now only play-testing can prove either of us right on the issue of Mounted units and free promotions. I'm going to be very busy this next week, but I'll give it a try after that.
You could always remove the double production on jails and turn the great general emergence back up to 100% for your Imperialistic, if you wanted to keep a round double there instead of a 75%.
Personally, I'm not a fan of nerfing Organized...I would have probably left two double production buildings. I also took out the lighthouse production bonus myself.
Hmm, Protective. I don't think the free City Garrison I is much to write home about, as any carefully orchestrated siege will either bring overwhelming numbers or cause suitable collateral to make the promotions practically irrelevant. As for domestic GG, i haven't found a huge amount of use for this. Most of my fighting takes place in other civs' territory, but when an unexpected declaration does happen, you'll be glad to have it. The +2

is really only +1

for most of the game anyway, and double speed Bomb Shelters rarely get utilised. I think this trait is strong, but very situational. Removing the happiness on Walls would castrate this trait, as that's practically the only benefit that doesn't require you to be defending yourself.
Let me know what Aggressive plays like, as the opinions are conflicting. I've already said what I think about military traits in general! As for Imp, I quite like fast jails as a useful benefit and accurate reflection of Imp. If it is underpowered though, GG points could be increased back to +100%. A question for play-testing methinks.
What were the fast buildings for Org originally? Courthouse, Factory and Lighthose? Factory has gone the way of Ind, and Lighthouse just seems a bit odd. I think the economic benefit of Org at the minute is good enough, but perhaps an additional - but less useful - double speed building might help. As I've repeatedly said, I think economic traits are the most desirable ones in almost every circumstance, so I don't think they should be that powerful - just look at the majority of opinions about Firaxis' Financial trait.