I find it easier displayed as this:
Positive
Aggressive (Current):
- +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
Aggressive (ls612's Proposal):
- +15% GG Emergence
- Free Combat I and Combat II for Melee, Gunpowder, Hi-Tech, and Assault Mech Units
- Production bonuses for Military buildings
Aggressive (Vanilla BtS):
- Free Combat I for Melee and Gunpowder Units
- Production bonuses for Military buildings (Barracks and Drydocks)
Aggressive (Our Proposal (with Minor Negative)):
- +10% War Weariness accumulated during war (may require a new tag?)
- +15% GG Emergence
- Free Combat I for all Combatant units (requires defining all Combat intended units with the 'Combatant' sub-combat class (as opposed to Civilian))
- Same Production bonuses as current
Aggressive (Our Proposal (without Minor Negative)):
- +15% GG Emergence
- Free Combat I for all Combatant units (requires defining all Combat intended units with the 'Combatant' sub-combat class (as opposed to Civilian))
- Same Production bonuses as current
I strongly feel most units jumping up to Combat II is too strong, but I'm all for vastly widening the units that would receive the Combat I bonus. If we opt for our 'positive' traits having a slight negative on each, which provides some room for improvement via Trait upgrades from a project to come, then it would stand to reason that Aggressive leaders may have a nation that grows impatient with war faster than others as they generally suffer it more commonly and are constantly living with the expectation that they will be at war again soon if at peace currently.
Agricultural (Current):
- +65% Civic Upkeep
- +1 food for all plots with more than 5

- Production bonuses for Agricultural buildings
Agricultural (ls612's Proposal):
- +1 food for all plots
- Production bonuses for Agricultural buildings
Agricultural (Our Proposal (with slight negative)):
- +1 food on plots with 3 or more
- Double Production Speed of Great Farmer and Agricultural Buildings
- Workers work 25% faster (maybe a new tag could help define what tasks specifically so that we can restrict to agricultural improvements only)
- +1 Unhealth/city (Due to excessive fertilizers, chemicals, and a general overfeeding of society and thus obesity.)
Agricultural (Our Proposal (with slight negative)):
- +1 food on plots with 3 or more
- Double Production Speed of Great Farmer and Agricultural Buildings
- Workers work 25% faster (maybe a new tag could help define what tasks specifically so that we can restrict to agricultural improvements only)
Charismatic (Current):
- +1 happiness per City
- +70% Civic Upkeep
- -25% XP needed for promotion
- Double Production speed of Recruitment center
- +1 happiness from a bunch of buildings
Charismatic (ls612's Proposal):
- +3 happiness per City
- Double Production speed of Recruitment center
- +1 happiness from a bunch of buildings
Charismatic (Vanilla BtS):
- +1 happiness per City
- +1 happiness from Monument, Broadcast Center
- -25% XP needed for Unit Promotions
Charismatic (Our Proposal (with slight negative)):
- +1 happiness per City
- -25% XP needed for promotion (hands off this!!!! This is the whole purpose in taking this trait!)
- Double Production speed of Recruitment center, Monument, Broadcast Center
- +1 happiness from a bunch of buildings
- -10% Espionage Defense in all cities (Not sure if we need a new tag for this but it would be to represent the leader's tendency to be overly verbal and open with the public.)
Charismatic (Our Proposal (without slight negative)):
- +1 happiness per City
- -25% XP needed for promotion (hands off this!!!! This is the whole purpose in taking this trait!)
- Double Production speed of Recruitment center, Monument, Broadcast Center
- +1 happiness from a bunch of buildings
Creative (Current):
- +2 culture per City
- +55% Civic Upkeep
- Production Bonuses for Cultural Buildings
- +1 happiness from a bunch of buildings
Creative (ls612's Proposal):
- +20%

- +2 culture per City
- Production Bonuses for Cultural Buildings
- +1 happiness from a bunch of buildings
Creative (Vanilla BtS):
- +2 culture per City
- Double Production Speed of Library, Theatre, Colosseum
Creative (Our Proposal (with a slight Negative)):
- +20%

- +2 culture per City
- Production Bonuses for Cultural Buildings
- +1 happiness from a bunch of buildings
- -1 :Hammers: per City
Otherwise, our Proposal matches ls612's. I think the +% culture helps this otherwise fairly weak trait tremendously.
Deciever (Current):
- +3 espionage per City
- +70% Civic Upkeep
- Free Improvise I and Deception I for Spies
- Production Bonuses for Spy buildings
Deciever (ls612's Proposal):
- +3 espionage per City
- +20% espionage
- Free Improvise I and Deception I for Spies
- Production Bonuses for Spy buildings
Deciever (Our Proposal(with slight negative)):
- +2 espionage per City
- +15% espionage (espionage is more effective than culture + the following 2 promos. Too much espionage benefit could be far too OP rather quickly.)
- Free Improvise I and Deception I for Spies
- Production Bonuses for Spy buildings
- +1 Crime per Population (the populace tends to follow their leader as a prime example of behavior)
Deciever (Our Proposal(without slight negative)):
- +2 espionage per City
- +10% espionage (As 5% of the above was to help counter the crime being a fairly strong penalty)
- Free Improvise I and Deception I for Spies
- Production Bonuses for Spy buildings
Expansive (Current):
- +4 health per City
- Production bonuses for Workers
- +65% Civic Upkeep
Expansive (ls612's Proposal):
- +4 health per City
- Production bonuses for Workers
Expansive (ls612's Proposal):
- +2 health per City
- +25% Production bonuses for Workers
- Double Production Speed of Granary, Harbor
Expansive (Our Proposal (with slight negative)):
- +3 health per City
- +25% Production bonuses for Workers
- +25% Bonus to Worker Production Speed
- Double Production Speed of Granary and all other food storage buildings
- -25% Upkeep for # of Cities and Upkeep for Distance to Capital
- +25% Civic Upkeep (greater expense in Bureaucracy to manage the expansive goals of the empire)
Expansive (Our Proposal (with slight negative)):
- +3 health per City
- +25% Production bonuses for Workers
- +25% Bonus to Worker Production Speed
- Double Production Speed of Granary and all other food storage buildings
- -25% Upkeep for # of Cities
Financial (Current):
- +1 commerce on all tiles with 4 or more

- +1 commerce from trade
- +65% Civic Upkeep
- Production bonuses for Financial buildings
Financial (ls612's Proposal):
- +1 commerce on all tiles with 4 or more

- +1 commerce from trade
- Production bonuses for Financial buildings
Financial (Vanilla BtS):
- +1 commerce on all tiles with 2 or more
Financial (Our Proposal (with slight negative)):
- +1 commerce on all tiles with 2 or more

- +1 commerce from trade
- Production bonuses for Financial buildings
- -10% Culture per City (stodgy financiers tend to care less about the arts)
B]Financial (Our Proposal (without slight negative)):[/B]
- +1 commerce on all tiles with 3 or more

- +1 commerce from trade
- Production bonuses for Financial buildings
Humanitarian (Current):
- +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
Humanitarian (ls612's Proposal):
- +1 health per City
- +1 happiness per City
- Free Medic I for Recon units
- Production bonuses for some buildings
Humanitarian (Our Proposal (with slight negative)):
- +1 health per City
- +1 happiness per City
- Free Medic I for Recon and Healer units
- Production bonuses for some buildings
- Original Crime modifier -2 crime per 3 Population (makes sense - pick up those at the bottom of society and you'll have less crime)
- Disease modifier -1 disease per Population (providing for the people helps keep things in check)
- -5% Gold (not commerce) (tends to be a bit too generous with the people)
Humanitarian (Our Proposal (without slight negative)):
- +1 health per City
- +1 happiness per City
- Free Medic I for Recon and Healer units
- Production bonuses for some buildings
- Crime modifier -1 crime per Population
- Disease modifier -1 disease per Population
Imperialistic (Current):
- +100% GG emergence
- +80% Civic Upkeep
- Production bonuses for Settlers and the Think Tank
Imperialistic (ls612's Proposal):
- +100% GG emergence
- +2 happiness per City
- Production bonuses for Settlers and the Think Tank
Imperialistic (Vanilla BtS):
- +100% GG emergence
- 50% faster Production of Settlers
Imperialistic (Our Proposal (with slight Negative)):
- +50% GG emergence
- Free City Raider I for all Combatant units (requires defining all Combat intended units with the 'Combatant' sub-combat class (as opposed to Civilian))
- Production bonuses for Settlers and the Think Tank
- +50% Civic Upkeep
Imperialistic (Our Proposal (with slight Negative)):
- +50% GG emergence
- Free City Raider I for all Combatant units (requires defining all Combat intended units with the 'Combatant' sub-combat class (as opposed to Civilian))
- Production bonuses for Settlers and the Think Tank
Industrious (Current):
- +35% Wonder production
- +70% Civic Upkeep
- Production bonuses on Production buildings
Industrious (ls612's Proposal):
- +15% Wonder production
- +1 hammers on all tiles with 3 or more

- Production bonuses on Production buildings
Industrious (Vanilla BtS):
- +50% Wonder production
- Double Production Speed of Forge
Industrious (Our Proposal(with slight negative)):
- +25% Wonder production
- +1 hammers on all tiles with 5 or more

- Production bonuses on Production buildings
- -1 Happiness in every city (life is too dull and committed to work for most citizens)
- -5% Research in every city (too many brilliant minds are slanted into lives of labor)
- +1 Air Pollution from each Production Building
Industrious (Our Proposal(without slight negative)):
- +20% Wonder production
- +1 hammers on all tiles with 6 or more

- Production bonuses on Production buildings
Nomad (Current):
- +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
Nomad (ls612's Proposal):
- +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
Nomad (Our Proposal (Our Proposal (with slight negative)):
- +1 food from Camps
- +1 happiness, +1 Gold, +1 Production from Camels, Horses, Elephants (ivory?) and Llamas
- Free Flanking I and Guerilla I for Hunters, Animals, Recon, Mounted, and Wheeled units
- Free Speed for Mounted, Recon and Hunter units
- Production bonuses on some buildings
- -5% Production in all cities
- -5% Research in all cities
Nomad (Our Proposal (Our Proposal (with slight negative)):
- +1 food from Camps
- +1 happiness, +1 Gold, +1 Production from Camels, Horses, Elephants (ivory?) and Llamas
- Free Flanking I, Guerilla I and Speed for Hunters, Animals, Canines, Recon, Mounted, and Wheeled units
- Production bonuses on some buildings
- -5% Production in all cities
- -5% Research in all cities
Nomad (Our Proposal (Our Proposal (without slight negative)):
- +1 food from Camps
- +1 happiness, +1 Gold, +1 Production from Camels, Horses, Elephants (ivory?) and Llamas
- Free Flanking I and Speed for Hunters, Animals, Canines, Recon, Mounted, and Wheeled units
- Production bonuses on some buildings
Organized (Current):
- -40% Civic Upkeep
- +10% XP needed for promotions
- Production bonuses on Administration buildings
Organized (ls612's Proposal):
- -30% Civic Upkeep
- -10% XP needed for promotions
- Production bonuses on Administration buildings
Organized (Vanilla Bts):
- -50% Civic Upkeep
- Double Production Speed of Lighthouse, Factory, Courthouse
Organized (Our Proposal (with slight negative)):
- -50% Civic Upkeep, Upkeep from Distance to City, Upkeep from # of Cities, Upkeep from Corporations
- -10% XP needed for promotions (I agree... more rigid disciplined approach to training)
- Production bonuses on Administration buildings
- -15% Production speed of all units (over planning and being completely thorough creates delays in training and vehicle construction)
Organized (Our Proposal (without slight negative)):
- -50% Civic Upkeep, Upkeep from # of Cities
- -10% XP needed for promotions (I agree... more rigid disciplined approach to training)
- Production bonuses on Administration buildings
Philosophical (Current):
- +50% Civic Upkeep
- +100% GPP
- +1 unhappiness from Fur
- Production bonuses for some buildings
Philosophical (ls612's Proposal):
- +100% GPP
- Production bonuses for some buildings
Philosophical (Vanilla BtS):
- +100% GPP
- Double Production Speed of University
Philosophical (Our Proposal(with slight negative):
- +100% GPP
- +25% Wonder Build rate (creates a nice synergy with Industrious - Philosophers dream big)
- +5% Culture (focused on arts and sciences as values)
- +5% Research
- Production bonuses for some buildings
- Units require +10% more experience to promote (War is generally a painful distraction to more interesting and important developments)
Philosophical (Our Proposal(without slight negative)):
- +75% GPP
- +25% Wonder Build rate (creates a nice synergy with Industrious - Philosophers dream big)
- +5% Culture (focused on arts and sciences as values)
- +5% Research
- Production bonuses for some buildings
Protective (Current):
- Free Drill I and City Garrison I for Archers, Gun, and Hi-Tech units
- +80% Civic Upkeep
- Production bonuses for Defensive buildings
Protective (ls612's Proposal):
- Free Drill I and City Garrison I for Archers, Gun, and Hi-Tech units
- Production bonuses for Defensive buildings
Protective (Vanilla BtS):
- Free Drill I and City Garrison I for Archers, Gunpowder
- Double Production speed of Walls, Castles
Protective (Our Proposal (with slight Negative)):
- Free City Garrison I for Garrisoneer SubCombat Classes
- Free Drill I for all Ranged units
- Production bonuses for Defensive buildings
- +1 :happy: for Defensive Buildings
- +10% Espionage Defense in all cities
- +25% Upkeep from Distance to Palace (spends more on exterior defense)
- + 10% unit upkeep (spends more on drilling and ongoing training)
- -1 Commerce from Trade (side effect of being paranoid of incoming merchants)
Protective (Our Proposal (without slight Negative)):
- Free City Garrison I for Garrisoneer SubCombat Classes
- Free Drill I for all Ranged units
- Production bonuses for Defensive buildings
- +10% Espionage Defense in all cities
Scientific (Current):
- +70% Civic Upkeep
- +1 science per City
- +12% Science
- Production bonuses for Science Buildings
Scientific (ls612's Proposal):
- +20:science per City (???????? is this a typo or just way out of whack?)
- +12% Science
- Production bonuses for Science Buildings
Scientific (Our Proposal (with slight negative)):
- +1 science per City
- +12% Science
- +1 science for Science Buildings
- Production bonuses for Science Buildings
- -5% Production in all cities
- -5% Military Unit Production in all cities (yes, cumulatively combining to -10%)
Scientific (Our Proposal (without slight negative)):
- +1 science per City
- +10% Science
- +1 science for Science Buildings
- Production bonuses for Science Buildings
Seafaring (Current):
- Free Combat I for Ships
- Free Amphibious for many Land units
- Production bonuses for Workboats
- Production bonuses for Seafaring and Naval buildings
Seafaring (ls612's Proposal):
- 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
Seafaring (Our Proposal (with slight negative)):
- Free Combat I and Navigation I for Ships
- Free Amphibious for Combatant Land units
- Production bonuses for Workboats
- Production bonuses for Seafaring and Naval buildings
- +1 food/water tile
- +1 Water Pollution/population
Seafaring (Our Proposal (without slight negative)):
- Free Combat I and Navigation I for Ships
- Free Amphibious for Combatant Land units
- Production bonuses for Workboats
- Production bonuses for Seafaring and Naval buildings
Agrees with ls612, though I strongly favor the slight negative on these positive traits!
Spiritual (Current):
- Max 2 turns of Anarchy
- +55% Civic Upkeep
- Stability bonus from State Religion
- Production bonuses for Religious buildings
Spiritual (ls612's Proposal):
- Max 2 turns of Anarchy
- Stability bonus from State Religion
- Production bonuses for Religious buildings
Spiritual (Vanilla Bts):
- No Anarchy
- Double Production Speed of Temple
Spiritual (Our Proposal (with slight negative)):
- -50% turns of Anarchy on Civic Changes (needs a new tag - otherwise Max 2 turns works for now)
- -100% turns of Anarchy on Religion Changes
- Stability bonus from State Religion
- Production bonuses for Religious buildings
- +1 Culture per city
- +1 Culture, Happiness, Gold per State Religious building (probably needs new tags)
- +35% Civic Upkeep
- -1 Diplomacy hit on all Leaders with a differing State Religion (probably needs a new tag)
Spiritual (Our Proposal (without slight negative)):
- -50% turns of Anarchy on Civic Changes (needs a new tag - otherwise Max 2 turns works for now)
- -100% turns of Anarchy on Religion Changes
- Stability bonus from State Religion
- Production bonuses for Religious buildings
- +1 Culture, Happiness, Gold per State Religious building (probably needs new tags)
Progressive (Current):
- +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.
Progressive (ls612's Proposal):
- +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.
Progressive (Our Proposal (with slight Negative)):
- +50% Civic Upkeep
- -10% XP needed for Promotions
- Free Military Instructor in every city (Free Combat I overlaps with Aggressive and would make for a bad combination as a result)
- Can upgrade units outside of borders.
- -10% GPP rate in every city
Progressive (Our Proposal (without slight Negative)):
- Free Military Instructor in every city (Free Combat I overlaps with Aggressive and would make for a bad combination as a result)
- Can upgrade units outside of borders.
Politician (Current):
- Max 3 turns of Anarchy
- +1 happiness per City
- +10% GPPs.
- +30% Civic Upkeep
- Free Loyal for Spies
- Stability bonus from State Religion
Politician (ls612's Proposal):
- +1

per City
- +10% GPPs.
- +30% Civic Upkeep
- Free Loyal for Spies
- Stability bonus from State Religion
Politician (Our Proposal (with slight Negative)):
- -50% Civic change Anarchy (without new tag: Max 3 turns of Anarchy)
- +1

per City
- +30% Civic Upkeep
- Free Loyal for Spies
- Stability bonus from State Religion
- -1 gold from all Administration Buildings
Politician (Our Proposal (without slight Negative)):
- -50% Civic change Anarchy (without new tag: Max 4 turns of Anarchy)
- +1

per City
- Free Loyal for Spies
- Stability bonus from State Religion
I've noticed, ls612, even in your proposals you have some negatives on positive traits. I think its a good thing to give a bit of a counterbalance as no one strategy or personality is without weakness.
And of all the proposals here, the one to take out the -25% experience needed for upgrade on Charismatic is the one I REALLY have a problem with.