Here are the traits.
Religious
Industrious
Commercial
Militaristic
Scientific
Expansionist
My thoughts on them
Religious - The no anarchy (basically) during government change is a real plus. But you can counteract that if you don't change governments often. I've played the whole game as either a despot or in a republic. I've done it both times as a warlord type ruler and a pacifist. So if you don't change government types often, it is not a big deal.
Also cheap temples and cathedrals. Thats nice but if you have a couple of wonders then you can take the time to build them. Not a big deal but nice.
Verdict - Religious is not that big of a deal for me but I like the cheap temples.
Industrious - Bonus sheild is nice. But you can micromanage and work the terrain to get the same type of benifit. No big deal here.
Faster workers. This is really not a big deal. Either capture more workers or build more of them. What they lack in work speed they make up for in numbers.
Personally I think this trait is the weakest of the traits. But that is my opinion and I know others will differ.
Verdict - Industrious is not a big deal period for me.
Commercial - Bonus trade as explained above is nice. But you can micromanage and build roads to compensate and not be effected by being non-commercial. No big deal.
Less corruption. Is this really true? Does it make that much of a big deal to use one of your traits for this? There is hardly any difference between democracy and republic. Corruption is here to stay.
Again in my opinion this is the second weakest trait. (I really didn't like playing the French civ)
Verdict - Commercial is not a big deal for me.
Militaristic - As stated above barracks build you a vetern. But they do not build elite. I have always had a hard time getting elite status unless I had the militaristic trait. GLs are also A LOT easier to get being militaristic. In my current game I was pulled into a war with the Egyptians and have taken over the Egyptians and fought off a combined attack by the Zulus and the Romans as the Americans. I have not had a GL yet and I have been trying. It is now the 1700s and no GL. (Maybe I can't get one until 1776 when the real US came into existence

)
Cheap barracks and walls are not a big deal as I can get them with two wonders. I always aim for Sun Tzus anyways and walls are negated past size 6. Not a big deal.
Verdict - I like the militaristic trait because I can kick butt if I have to. BTW I never start the wars, I just end them

So don't call me a war-monger.
Scientific - Fee tech and beginning of a new era. It is nice but not a big deal. If I am already in the tech lead it will only widen the gap. If I am behind I can catch up but that hardly ever happens. Besides, it seems to be assigned free techs (Monothiesm, Nationalism, and Rocketry) Not that big of a deal but nice.
Cheaper to build libraries and Universities and Research labs. Its nice to help with the tech race and culture. But this too can be compansated by churning out more trade. To get more trade would have to be commercial and I'd rather get a free tech than faster less corruption.
Verdict - an ok trait if used properly.
Expansionist - Nicer goody huts. Big deal. I havn't noticed a big diffrence in the goody huts from expansionist to non-expansionist.
Bamspeedy made some good points but I've always gotten around those things using other means.
Verdict - A really not big deal for me.
Overall verdict
Militaristic, Scientific and Religious are ok for me. The rest I can do without.
That means I'll be the Germans, the Babylonians, the Japanese, the Aztecs or the Perisans.
I like later UUs at least out of the ancient era so that narrows it down the the Japanese and the Germans.
As a disclaimer, I've liked playing most civs except the Egyptians and the French. I have yet to try the Zulus though.
