I was thinking of how you could make the traits more interesting and useful.
I believe Brilliant gives you +2 to Research each turn...By itself it doesn't make that much sense as you could have a stupid sovereign take it and be just as good as a genius character.
If you must keep the DnD scale then have the bonus modifier equal to (Int - 10)/2. So a Sovereign with a 14 Intelligence which is pretty decent would have a + 2 bonus or the exact same but if after some leveling could actually improve it.
I think most of the various traits should be modifiable.
Another option as I've written before is that I don't think that you should be able to modify your stats "naked" on the sovereign creation screen. All stat modifiers should be from traits that you pick both from a roleplaying point of view and to encourage more variation in characters as the traits could have little extra modifiers. If you're' brilliant' when your intelligence is 13 what are you when your int is 23?
Use a hundred points: (attributes cost 5)
Genius: +3 Int and double the mod bonus for other traits. Genius can take many forms. 25 points.
Scientist: +2 Int and for each spell in a school you learn you get (Int - 10)% bonus to learning the next one. So starting out you'd get little advantage but in the end game you could learn spells in half the time because of your systematic approach to understanding magic. 20 points
Daring: +2 strength, + 2 dex, + 2 con. Use your Dex Mod (dex-10) as a percentage chance to bypass defensive bonuses. 40 points.
Stupid: - X Int with X providing 4 extra build points.
Wealthy: Starting Sovereigns have 500 gildar but those of Wealthy background can add 500 gildar per 10 build points. (This would be the only way to purchase rare items before game start such as demon swords). So you could spend 20 build points to start with 1500 gildar and have a huge advantage in the early game but pay greatly in the late game.
Mercantile: Mental traits + 1. Civilization gains additional gildar based on mental traits of sovereign. Int, Wis, and Cha all provide obvious routes to making money as a smart merchant can plan better, a wise merchant knows when to hold 'em, and a likeable merchant makes more contacts. So take each att and subtract 10 to get to bonus. Int 13, wis 12, cha 13 with this trait would provide 8 extra gildar a turn. 30 points.
Mighty: +3 Strength + 2 Con. Can wield two handed weapons in one hand allowing use of a shield or if using both hands gain a + (str-10) bonus to damage. 40 points
Curious: +1 Int. Gain a +int bonus% chance of finding goodie huts or finding better stuff lying around. 10 points
Fire Mage: + 1 Strength. Access to fire spells. 10 points
Summoner: +1 Intelligence, +1 cha. Access to the school of summoning. 20 points
Blacksmith: +2 Strength, + 2 Con, + 1 Int. X Discount on all equipment purchases at character creation and from merchants in your cities to mimic that you crafted your own equipment at cost. 40 points.
Artist: + 2 Cha. 1/2 cha bonus to prestige and cities can build art galleries. 20 points.
So in the end you'd have your profession, your major talents and personality traits, and then an equipment purchase screen in which you spend gildar rather than build points. This way of character creation gives a lot of variety compared to just sinking points into stats, enhances the roleplay as you could have quests that only pop up for those with that trait (Only the 'Mightiest' can challenge a giant to a drinking contest), and you can have a lot of different builds that have subtle differences and advantages in the late game or in the early game.