Well, I was thinking something more along the lines of:
Rough Diamond – This creature acts like a bad boy/girl, but in the end, this creature's actually a good person.
This might seem more like it could belong in the Personality category, but I think there are some Traits in that category that could be put in an Alignment-based category (such as Pure Soul). Even though alignment and personality are connected, I think it would be better to keep them in separate categories so that we don't need to bump up the amount of Personality Traits people can take.
Okay so. This Trait-cutting thing... might be more of a hassle than I thought it would be.
Here's everything I found that could potentially be tiered, based on main effect:
CRITICAL HITS
Arterial Strike - AP Restricted - 50% crit chance
Opportune Sneak Attack - AP Restricted - 25% crit chance
Tail Sweep - AP Restricted - 25% crit chance (long, strong tail and 1+ Size category than opponent)
Snatch - One-Hit Restricted - 25% crit chance
Staggering Strike - One-Hit Shrine - 50% crit chance and 25% opponent lost turn chance
DODGING
Avoidance - Automatic Restricted - 50% dodge chance for entire battle
Chameleon Skin - AP Restricted - 50% dodge chance (color-change skin)
Dodge - AP - 25% dodge chance
Elusive Foe - Automatic Shrine - 75% dodge chance for entire battle
Foxhole - Dependent Shrine - 85% dodge chance against attacks dealing ≤ 1/4 current Endurance (80 Speed)
ADDITIONAL DAMAGE
Crush - AP Shrine - additional damage depending on Size (65 Speed; Size L, G, H; +1 Size category than opponent)
Damaging Strike - AP Restricted - +5 additional damage (LV1)
Lunge - AP - +1 additional damage (LV1)
Powerful Strike - AP Restricted - +10 additional damage and +10% opponent lost turn chance
Puncture - AP - +2 additional damage (LV1; must have claws/blades)
Wing Buffet - AP - +3 additional damage (LV1; must have wings)
HEALING
Greater Healing Touch - AP Restricted - heal +4 Endurance (LV 1; must have Healing Touch)
Healer's Chant - AP - heal +2 Endurance (LV1)
Healer's Prayer - AP Restricted - heal +5 Endurance (LV1; must have Healer's Chant)
Healing Touch - AP - heal +3 Endurance (LV1)
AP DRAIN
Power Drain - AP Restricted - drain AP from opponent and regain half
Power Sap - AP - drain AP from opponent
HIT 'GO ETHEREAL'
Blindsense - Automatic - 50% to hit Go Ethereal
Spectral Strike - Dark Automatic - hit Go Ethereal
REDUCE DAMAGE
Carapace Shield - Automatic Restricted - -1 damage received (LV1)
Stone Blood -Automatic Restricted - -1 damage received (LV1)
INCREASE PRECISION
Deadly Precision - Automatic Restricted - +50% to hit for entire battle
Sharp Hearing - Automatic Restricted - +20% to hit for entire battle (cannot be Deaf)
Sharp Vision - Automatic - +10% to hit for entire battle (cannot be Blind)
MOVE FIRST
First Initiative - Automatic - moves first automatically
Guerrilla Fighter - Automatic - moves first automatically and +2 Defense (LV1)
OPPONENT HIT CHANCE
Horrific Moan - One-Use - 40% opponent chance to hit
Horrific Wail - One-Use Restricted - variable opponent chance to hit
ENDURANCE BONUS
Combat Endurance - Automatic - +4 Endurance (LV1)
Veteran Knowledge - Automatic - +5 Endurance (LV1)
OFFENSE BONUS
Extended Claws - Automatic - +3 Offense (LV1)
Hard Hooves - Automatic - +2 Offense (LV1)
Powerful Jaws - Automatic - +4 Offense (LV1)
(Speaking of Traits that grant stat bonuses, I noticed that the others don't all grant the same bonus, number-wise:
Efficient Commander - Automatic - +3 Endurance to ally (LV1)
Rousing Speech - Automatic - +3 Offense to ally (LV1)
Team Defense - Automatic Restricted - +5 Defense to ally (LV1)
Swift Scout - Automatic - +4 Speed (LV1)
Tough Hide - Automatic - +5 Defense (LV1)
Veteran Mind - Automatic - +5 Precision (LV1)
I think perhaps this should be changed as well, so that they all have the same numbers.)
Thoughts on how things should be tiered? Some categories, such as the ones that only have two or three Traits, should be pretty easy to figure out, but others are going to be more difficult.