For the most part rimworld traits fall into two hard categories, there are good trait and there are bad traits. Skilled players have learned through hard experience to filter the negative traits extremely harshly. After all nothing good happens and everything bad happens, and the bad things tend to happen VERY often. But if players never pick them then they may as well not exist. Their humorous shenanigans stop being part of stories.
So let's add some good to the bad. Give players reason to pick up a troubled colonist even if it's not much. Things like
Pyromaniac: this trait lets a colonist mysteriously start fires whenever it suits them. Add it as a skill unique to the pyro. Select them, click a special attack button, and they start a tiny fire wherever you want. Perhaps not the most useful thing but it also isn't that bad! Another option may be to have unique behavior bonuses such as gaining a mood bonus around fires and having a unique rec activity: enjoying campfire. It's a handful of nice things, and the price is that sometimes they'll burn stuff for free.
Chemical fascination/interest: Very easily argued to be the worst trait in the universe, these pawns spend a quarter of their life in a broken daze seeking out enough drugs to kill themselves. The world is filled with drugs yet they only overdose days after joining your your colony so it's a wonder how they live at all. Aside from this trait being horribly broken and needing a fix (heh), why not add some fun to it? Let them be creative and craft/invent/spawn drugs on their own. Everyone knows that resourceful guy who always seems to pull something out of nowhere and druggie colonists can enjoy the same bit of flavor too. Who knows, maybe one day they'll mix up something similar to go juice? That's always nice.
So let's add some good to the bad. Give players reason to pick up a troubled colonist even if it's not much. Things like
Pyromaniac: this trait lets a colonist mysteriously start fires whenever it suits them. Add it as a skill unique to the pyro. Select them, click a special attack button, and they start a tiny fire wherever you want. Perhaps not the most useful thing but it also isn't that bad! Another option may be to have unique behavior bonuses such as gaining a mood bonus around fires and having a unique rec activity: enjoying campfire. It's a handful of nice things, and the price is that sometimes they'll burn stuff for free.
Chemical fascination/interest: Very easily argued to be the worst trait in the universe, these pawns spend a quarter of their life in a broken daze seeking out enough drugs to kill themselves. The world is filled with drugs yet they only overdose days after joining your your colony so it's a wonder how they live at all. Aside from this trait being horribly broken and needing a fix (heh), why not add some fun to it? Let them be creative and craft/invent/spawn drugs on their own. Everyone knows that resourceful guy who always seems to pull something out of nowhere and druggie colonists can enjoy the same bit of flavor too. Who knows, maybe one day they'll mix up something similar to go juice? That's always nice.