This is because we apply all max fields immediately, unlike mod fields. If we'll have a field that will change max with every level (like our base traits do), there won't be need in huge max penalties or bonuses.
I'll create an issue for this.
I have serious problems with this issue...
1) Basetraits need to be special, adding similar logic to traits makes them less so.
2) Basetraits are supposed to decide most stats effects for the characters, normal traits are supposed to be for checks, behavior, responses and little stats support.
3)
Currently mod field works in a very strange way, applying 1/10 of it's value every 5 or 10 levels, iirc. This is very confusing without a reason, it's hard to imagine how it will work at a certain level.
The idea is that a lvl 100 character should get a full bonus from the trait, lvl 200 char gets 2x the bonus and etc. What is confusing?
This was not a feature or an update to the system, I've wrote that code to mitigate the effect where traits applied at level 0 maxed out every stat. The idea was not to change the system or for you to update anything at all, old values were perfectly fine, they were simply supposed to apply 100% of the full effect at level 50 and keep working the further you got into the game so this:
<trait
id="Abnormally Large Boobs"
desc="Those things are like miniature moons..."
temp='0'>
<mod charisma = '20' />
<max charisma = '20' />
<min charisma = '20' />
<mod agility = '-20' />
<max agility = '-20' />
<mod strip = '-15' />
<max strip = '20' />
<blocks name = 'Big Boobs' />
<blocks name = 'Average Boobs' />
<blocks name = 'Small Boobs' />
</trait>
which I considered to be a great trait, was
never supposed to become this:
[code] "id": "Abnormally Large Boobs",
"desc": "One wonders how she keeps her balance. Those things are like miniature moons...",
"block_traits": ["Big Boobs", "Average Boobs", "Small Boobs"],
"mod": {"charisma": 30, "agility": -80},
"min": {"charisma": 10},
"max": {"charisma": 100, "agility": -80},
"mod_skills": {"strip": [-0.08, 0, 0.1], "dance": [-0.1, 0, -0.1]},
"breasts": true
},
[/code]
which has absolutely insane effects for any none base trait, not mentioning that these kinds of traits could be plainly left without effects at all because ALB do not make characters more charismatic or less agile in a lot of the sources and yet this is one of the traits-types we
FORCE upon all character.
Most of your designs were really good in the @ release, but now you're dashing around huge values for items that cost 3 to 5k of Gold and simple traits. I don't know what has happened here

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In any case, at least the mod: {mod_stats: [value, per_level]} idea is a good thing because the per 100 levels thing was a quick workaround. I am reluctant to do the same for max values without further discussion.
I''ll remove "mod" from the logic and replace it with mod_stats.