Some of these might be complicated to code, because my mind is hard-wired to think up the most confusing shit possible, so feel free to skip over anything that might take more effort than usual.
<Trait
Name="Motherly"
Desc="Kind and caring, this girl loves taking care of people."
Type="Mental" />
Raises stats related to Matron-like jobs (Head Girl, Director, etc).
<Trait
Name="Psychologist"
Desc="Understanding others may mean losing yourself in the process."
Type="Mental" />
Much like the above, but also gives both an Intelligence bonus and the Pessimist effect of losing Happiness quicker.
<Trait
Name="Weapons Expert"
Desc="This girl is comfortable with any weapon."
Type="Physical" />
Adds a slight Combat bonus when any weapon is equipped. Could also apply to Magic with any weapon that raises it.
<Trait
Name="Hand-to-Hand Fighter"
Desc="Weapons just get in the way for this girl."
Type="Physical" />
Gives a Combat bonus when unarmed, but takes it away if the girl equips a weapon. Could also lower Magic and raise Handjob.
<Trait
Name="Coma"
Desc="She may never wake up."
Type="Temporary" />
Girls with Tough or Iron Will or any other related trait would have a chance to end up in a coma instead of dying outright. Coma would prevent a girl from doing any jobs except for Free Time. She'd gain 1-5 Health per turn and have a (Health)% chance of the trait being removed: 30 Health is a 30% chance. To balance, she could also gain Tiredness each turn and have a (Tiredness)% chance of dying.
<Trait
Name="Complacent"
Desc="This girl's just... okay with everything that happens to her."
Type="Mental" />
Happiness will constantly stay at 50 and never rise above nor fall below that number.
<Trait
Name="Content"
Desc="This girl's fine with everything that happens to her."
Type="Mental" />
Same as above, with Happiness being a static 75.
<Trait
Name="Homesick"
Desc="This girl longs for her mother's cooking, and it might take more than a phone call to cure her."
Type="Temporary" />
Gives the girl a set chance of running away regardless of anything else. Could be triggered through events or automatically given to kidnapped girls and removed when PCLove reaches a certain level.
These next few might require more jobs and coding added to the Clinic.
<Trait
Name="Therapist"
Desc="Attuned to fixing girls that may have been affected by the last 6 letters."
Type="Temporary" />
Could also be a new Clinic job: Reduces the amount of time needed to cure other girls of negative Mental traits.
<Trait
Name="Depressed"
Desc="You're most likely to find this girl curled up on her bed, muttering self-loathing comments to herself."
Type="Mental" />
Gives the girl a set chance of refusing to work regardless of anything else. Could be removed in the Clinic with a lot of time (4+ weeks).
<Trait
Name="Anxious"
Desc="This girl spends so much time thinking about the worst case scenario that she usually ends up making it happen."
Type="Mental" />
Gives the girl a set chance of refusing to work (though not as much as Depressed) and also gives a set chance of "failing" a job: All payments and other benefits would be halved (or more). Could be removed in the Clinic with a lot of time (4+ weeks).
Finally, a couple traits that I know won't get in, but I'd like to suggest anyway because they might be fun if they do get in.
<Trait
Name="DID"
Desc="Dissociative Identity Disorder. This girl may not act like "this girl" the next time you see her."
Type="Mental" />
Girls with DID would have a set pool of traits that get added/removed randomly each turn. It would be mostly Mental traits and other generally non-Appearance traits. Would need an extremely long time (10+ weeks) at the Clinic to cure.
<Trait
Name="Glitched"
Desc="Mechanical bodies are nice until you realize that machinery isn't perfect."
Type="Temporary" />
A more extreme version of the above trait for Construct girls only: All traits are randomized each turn, including Appearance. Stats may also be randomized. This trait would need a few weeks at the Clinic to remove.