Many of the traits are rather useless, in part due to the unlimited levels bit which invalidates or makes trivial a few of them, or the ease of storage or alternate characters which invalidates several others.
Plus I'm interested to see what kind of differences people can come up with if some of the traits were significantly changed in general. I love having a variety of fighting styles, I hate when everyone out there is the same cookie cutter build.
I'll post the suggested trait and idea, and then in a spoiler tag following that will be my reasoning/opinions
Skilled- (rename to Gifted?)
* You gain 7 SPECIAL points to distribute as you choose (essentially +1 to each special)
* New perks available every 4 levels instead of the regular 3
As it is now skilled is a useless trait and would be replaced entirely by this. There is never a time when skill points is worth more than perks. As far as I know, it is a trait used exclusively for crafter alts to get the desired skill point levels as fast as possible. This would be a very interesting trait, and probably not picked up quite so often considering how valuable perks are. However the idea of a much higher endurance, perception, agility AND luck might tempt some if they're willing to drop some of their perks. It would be interesting option to test/experiment with at least.
Oh and to be honest I did in fact get this idea from the fallout wiki mentioning the gifted trait for the J.E. Sawyer Fallout RPG
Small Frame* +1 to agility
* Your Limbs are more easily crippled (+10% [5%?] critical rolls and/or critical chance to arms/legs attacks)
* OR All critical hits against the legs will knock you down
* OR Critical hits in general have a slightly higher knockdown chance (attacks that would knock you down occur one critical category lower on the critical roll table)
I'm a little worried that the penalties are a little strong, but agility and AP are so very important that it is important to have an equally debilitating penalty as the bonus. In singleplayer fallout the penalty to carry weight is very troublesome since players are expected to carry around a lot more stuff on their person than fonline. But even then it was an easy pick since players typically got the car, and had multiple followers. Its even worse in fonline considering players typically carry as little as they can possibly manage, and looting a ton of stuff isn't as important as it use to be (especially later into the season as munition stockpiles begin to skyrocket). And finally it doesn't really add a significant penalty that alters how players try and play while fighting, it just adds tedium of inventory management slightly.
Kamikaze* Reloading weapons does not require an animation (run and reload at the same time in real time combat!)
* -10 (15?) DR (And maybe -15AC as well)
I'm not even sure if this is possible to code. Or if it is acceptable to have a trait that is effectively only useful for real time. It might be worth having the quick pockets perk wrapped in with a reduction to 1ap to make it somewhat useful for turn based if it is really necessary to make such concessions. Being able to move and reload is already really powerful I think though, so I don't think that is necessary personally.
I particularly like the idea of this trait, as it significantly changes the way players can play. It is easier to use hit and run strategies, or to keep chasing a target without having to worry about reloading to keep attacking. At the same time survival is extremely important, and it becomes a tradeoff of defense for mobility. It gives way more incentive to get the quick pockets perk as well I think
One Hander* Aimed and burst attacks with 1 handed weapons costs -1AP when the off hand is empty
* Aimed and burst attacks with 2 handed weapons costs +1AP.
This one is a bit more difficult. I wanted to come up with something that allows for some change in play style, that can be actually useful in certain circumstances. With the unlimited level bit, and overall lack of need for skill points in general, it is too easy to get the necessary skillpoints to have 100% chance to hit.
Not particularly keen on this suggested change myself. It is better than the current trait definitely, but it is hugely dependent on the current idea for next wipe that weapons cannot be crafted with -1AP anymore. The power of -1AP grows exponentially stronger the more of them a player can accumulate. If there are still readily available, or even available at all weapons which can have -1AP then I would strongly advise against the first suggestion for balance reasons.
I think it is important to require the off hand being empty. It would be too easy to use up the clip of one gun, and just swap to the other gun. There needs to be a few restrictions, and it makes some sense (I see the second item slot being the second hand, or dual wielding)
I might come back later and post some alternate suggestions to this one if I can come up with something else
That's it for alteration of existing perks. There are a few other perks though that I think should be dropped and replaced entirely. Good natured, bloody mess, bruiser, loner, and maybe one hander would be good fits for replacement entirely I think. I'll come back another time and try posting some wholly unique traits...or just blatantly steal and modify some different ones from other fallout games.
"Good artists borrow, Great artists steal"