IND for the wonders (GLH is a game-winning wonder on a majority of maps, IMHO) and forges. EXP for Granaries and Harbors.
I agree with Vale that once into HR, vertical growth gets limited by health, and Granaries and Harbors + EXP solves that out of the gate. In a TRE, you want big cities, especially if you have AI cities on other landmasses to trade with. Early in the game, and early in a new cities life, production is going to come from the whip, and later, you just cannot beat a fast Harbor in a new coastal city.
I like traits that support my ability to REX, and the GLH is the key to that ability. An earlier Great Person is nice, but odds are I am going to get around the same number of GP each game anyway, I dont mind getting them later. Few things are as powerful as a fast-chop/whipped Harbor in new cities when I have the GLH.
FIN is a very strong trait everywhere, and certainly helps support a REX, so its a tie with IND and EXP, but I dont think its better because I tend to run whip based FE's early, until the TRE has a chance to bloom. A fast Harbor with the GLH in a 2 or 3-pop city is worth a lot more than FIN, FIN wont bloom until I have extra citizens to work those cottages or coastal tiles.
You may "think" you will work those coastal tiles, but in reality, you are more likely to have better tiles to work instead. Think about how cities are placed, especially coastal ones. They try to encompass a seafood resource and some land based resources. Are you going to work a coastal tile instead of a grass-iron mine? Or Gems or gold? Or even over a simple riverside grass-hill with a Mine on it? Seeing all those pretty 2f+3C tiles in your City-screen is nice, but in reality, the only sea tiles you are likely to actually work for the majority of the early game are the seafood, and later, as your population rises, you will want to work cottages, not coast, even if they arent worth as much commerce . . . yet.