I've gone over all of the C2C traits, and I've looked at what they do now and what I think they should do. Here is what I came up with.
Traits (Current)
Positive
Aggressive:
- +25% Civic Upkeep
- +15% GG Emergence
- Free Combat I for Melee, Gunpowder, Hi-Tech, and Assault Mech Units
- Production bonuses for Military buildings
- +10 crime in City if Crime > 200
Agricultural:
- +65% Civic Upkeep
- +1 food for all plots with more than 5

- Production bonuses for Agricultural buildings
Charismatic:
- +1 happiness per City
- +70% Civic Upkeep
- -25% XP needed for upgrades
- Double Production speed of Recruitment center
- +1 happiness from a bunch of buildings
Creative:
- +2 culture per City
- +55% Civic Upkeep
- Production Bonuses for Cultural Buildings
- +1 happiness from a bunch of buildings
Deciever:
- +3 espionage per City
- +70% Civic Upkeep
- Free Improvise I and Deception I for Spies
- Production Bunuses for Spy buildings
Expansive:
- +4 health per City
- Production bonuses for Workers
- +65% Civic Upkeep
Financial:
- +1 commerce on all tiles with 4 or more

- +1 commerce from trade
- +65% Civic Upkeep
- Production bonuses for Financial buildings
Humanitarian:
- +1 health per City
- +1 happiness per City
- +40% Civic Upkeep
- Free Medic I for Recon units
- Production bonuses for some buildings
- Some weird Crime modifier
Imperialistic:
- +100% GG emergence
- +80% Civic Upkeep
- Production bonuses for Settlers and the Think Tank
Industrious:
- +35% Wonder production
- +70% Civic Upkeep
- Production bonuses on Production buildings
Nomad:
- +35% Civic Upkeep
- +1 food from Camps
- +1 happiness from Camels
- Free Flanking I and Guerilla I for Animals, Recon, Mounted, and Wheeled units
- Free Speed for Recon units
- Production bonuses on some buildings
- More Crime
Organized:
- -40% Civic Upkeep
- +10% XP needed for promotions
- Production bonuses on Administration buildings
Philosophical:
- +50% Civic Upkeep
- +100% GPP
- +1 unhappiness from Fur
- Production bonuses for some buildings
Protective:
- Free Drill I and City Garrison I for Archers, Gun, and Hi-Tech units
- +80% Civic Upkeep
- Production bonuses for Defensive buildings
Scientific:
- +70% Civic Upkeep
- +1 science per City
- +12% Science
- Production bonuses for Science Buildings
Seafaring:
- +80% Civic Upkeep
- Free Combat I for Ships
- Free Amphibious for many Land units
- Production bonuses for Workboats
- Production bonuses for Seafaring and Naval buildings
Spiritual:
- Max 2 turns of Anarchy
- +55% Civic Upkeep
- Stability bonus from State Religion
- Production bonuses for Religious buildings
Progressive:
- +50% Civic Upkeep
- -10% XP needed for Promotions
- Free Combat I for Gun, Hi-Tech, and Assault Mech units
- Can upgrade units outside of borders.
Politician:
- Max 3 turns of Anarchy
- +1 happiness per City
- +10% GPPs.
- +30% Civic Upkeep
- Free Loyal for Spies
- Stability bonus from State Religion
Negative
Anti-Clerical:
- -15% GPP
- Stability penalties for State Religions
Cruel:
- -1 happiness per City
- -10% culture
- +10% espionage
- +10% Wonder production
- Crime increases
Idealistic:
- -1 health per City
- -1 happiness per City
- +15% Civic Upkeep
- -20% GPPs
- -20% GG emergence
- +5% culture
- +1 commerce on all tiles with 5 or more
Revolutionary:
- -1 happiness per City
- Max 4 turns of Anarchy
- -1 gold per City
- -12% gold
- +10% espionage
- Stability penalties
- Crime increases
Megalomaniac:
- -1

per City
- +4% gold
- +3% science
- -20% culture
Barbaric:
- Free Combat I for Melee units
- -15% culture
- Crime increases
Isolationist:
- +10% Civic Upkeep
- -20% commerce from Trade
- -45% food from Trade
- +6% science
- -20% culture
Fanatical:
- +10% Civic Upkeep
- -15% science
- +1

from Incense
- Free Flanking I and Guerilla I for Animals, Recon, Mounted, and Wheeled units
- Free Speed for Recon units
Populist:
- -1 health per City
- +60% food from Trade
- -20% commerce from Trade
- +25% Civic Upkeep
- +1 food for all plots with more than 8
Excessive:
- -2 health per City
- -20% GPPs.
- +10% XP needed for Promotions
- Free City Raider I for Melee
- Free Improvise for Spies
Foreign:
- -1 happiness per City
- +1 commerce from Trade
- -20% GPP
- -10% culture
- -5% science
- +10% espionage
- +1 espionage per City
- Free Loyal for Spies
Temperamental:
- -5% GPPs
- -5% culture
- -5% GG emergence
- +5% XP needed for Promotions
Hunter-Gatherer:
- +20% Civic Upkeep
- +1 food for all plots with more than 8

- -20% culture
- -80% food from Trade
Traits (New)
Positive
Aggressive:
- +15% GG Emergence
- Free Combat I and Combat II for Melee, Gunpowder, Hi-Tech, and Assault Mech Units
- Production bonuses for Military buildings
Agricultural:
- +1 food for all plots
- Production bonuses for Agricultural buildings
Charismatic:
- +3 happiness per City
- Double Production speed of Recruitment center
- +1 happiness from a bunch of buildings
Creative:
- +20%

- +2 culture per City
- Production Bonuses for Cultural Buildings
- +1 happiness from a bunch of buildings
Deciever:
- +3 espionage per City
- +20% espionage
- Free Improvise I and Deception I for Spies
- Production Bunuses for Spy buildings
Expansive:
- +4 health per City
- Production bonuses for Workers
Financial:
- +1 commerce on all tiles with 4 or more

- +1 commerce from trade
- Production bonuses for Financial buildings
Humanitarian:
- +1 health per City
- +1 happiness per City
- Free Medic I for Recon units
- Production bonuses for some buildings
Imperialistic:
- +100% GG emergence
- +2 happiness per City
- Production bonuses for Settlers and the Think Tank
Industrious:
- +15% Wonder production
- +1 hammers on all tiles with 3 or more

- Production bonuses on Production buildings
Nomad:
- +1 food from Camps
- +1 happiness from Camels, Horses, and Llamas
- Free Flanking I and Guerilla I for Animals, Recon, Mounted, and Wheeled units
- Free Speed for Recon units
- Production bonuses on some buildings
Organized:
- -30% Civic Upkeep
- -10% XP needed for promotions
- Production bonuses on Administration buildings
Philosophical:
- +100% GPP
- Production bonuses for some buildings
Protective:
- Free Drill I and City Garrison I for Archers, Gun, and Hi-Tech units
- Production bonuses for Defensive buildings
Scientific:
- +20:science per City
- +12% Science
- Production bonuses for Science Buildings
Seafaring:
- Free Combat I and Navigation I for Ships
- Free Amphibious for many Land units
- Production bonuses for Workboats
- Production bonuses for Seafaring and Naval buildings
Spiritual:
- Max 2 turns of Anarchy
- Stability bonus from State Religion
- Production bonuses for Religious buildings
Progressive:
- +50% Civic Upkeep
- -10% XP needed for Promotions
- Free Combat I for Gun, Hi-Tech, and Assault Mech units
- Can upgrade units outside of borders.
Politician:
- +1

per City
- +10% GPPs.
- +30% Civic Upkeep
- Free Loyal for Spies
- Stability bonus from State Religion
Negative
Anti-Clerical:
- -15% GPP
- Stability penalties for State Religions
Cruel:
- -2

per City
- -10%

- Crime increases
Idealistic:
- -1

per City
- -1

per City
- +15% Civic Upkeep
- -10% GPPs
- -10% GG emergence
Revolutionary:
- -1

per City
- Stability penalties
- Crime increases
Megalomaniac:
- -1

per City
- +40% Civic Upkeep
- -20%
Barbaric:
- -15%

- - 50% GPPs
- Crime increases
Isolationist:
- +10% Civic Upkeep
- -30%

from Trade
- -60%

from Trade
Fanatical:
- -15%

- -30% GPPs
Populist:
- -1

per City
- -20%

from Trade
- +25% Civic Upkeep
- Stability penalties
Excessive:
- -2

per City
- -20% GPPs.
- -10%
Foreign:
- -1

per City
- +1

from Trade
- -10% GPP
- -10%

- -10%
Temperamental:
- -5% GPPs
- -5% culture
- -5% GG emergence
- +5% XP needed for Promotions
- Stability penalties
Hunter-Gatherer:
- +20% Civic Upkeep
- -3 health per City
- -20% culture
- -80% food from Trade
What does everyone else think?