Don't be too discouraged; first of all, when the DLL is finally released, it shouldn't be too hard to find the code dealing with a given stub and duplicate it for use with a different table. But even before then, there are occasionally ways to do something sort of like what you want:
Go look at
the wiki's page on Lua game objects, specifically the 8 Classes, the Map/Game/PreGame static methods, and most importantly, the Events and GameEvents triggers. This can tell you what's currently possible in Lua.
So if you go into the Player structure and see that there's a function for gaining free policies (ChangeNumFreePolicies), then you know that you could create a <NumFreePolicies> sort of line on any table you wanted, simply by tying it to that Lua. You could make it so that building a certain building gives a free policy, or building a certain unit gives a free policy, or launching a spaceship gives a policy, or whatever. Some of these (like buildings) already have a stub for these, but others don't.
The problem with doing this is the trigger. The current Lua is a bit limited on the triggering events; there simply isn't a "when a unit is completed" event, so if you wanted to make this free policy awarded upon unit completion, it won't work. There's a SerialEventUnitCreated function that triggers when a unit is created, but it also triggers when several other things happen (embark, disembark, air unit rebasing, reloading an old savegame). So this isn't easy and often won't work well.
If you want a trait to give an effect that a building has, the easier thing is to attach the effect to the UB for the same civ that gets that Trait. This sort of intermediary can be useful.
This sort of loophole, using some other existing table to link effects, gets even easier if you add a little Lua in. For instance, in my mod I wanted to create the Empath specialist, a new Specialist type that added +1 Happiness. Obviously, there's no existing stub for tying Happiness to a specialist, and the SetHappiness Lua functions don't actually work, but Buildings CAN add Happiness. So instead I gave the empath a token Food production, and at the end of the turn I loop over all cities, see how many Empaths are present, and add a custom NoLimit building that adds +1 UnmoddedHappiness for each empath. (I could have subtracted off the food at the same time, but +1 Happy and +2 food isn't too overpowered in the later eras.)
It's a little messy, in that it'll only update once per turn, but it works well.
Point is, you can't just do what you'd asked about, copying a table from one file to another. But similar effects CAN be achieved through some creative programming.