I think I see where you are going with this - and it's a great idea, but it needs to work properly.
I got a message from another civilisation to say that one of my Govenors had been off on a gambling spree and we owed them money. Indeed, the Govenor in question did have a gambling trait, but I employed him anyway, thinking it didn't matter. We were given a choice of actions and after much deliberation paid off the debt.
This is a cool example of integrating the choices you make into the game storyline. However -

Why do I get a negative for paying the debt? The idea is great but the implementation is flawed, it seems to me. Integrating recruit traits more fully into the game is a great way to go, but there is obviously a lot of work to do. Admittedly I was using V1.01
Good luck with progress in this direction guys, but it ain't gonna be easy.