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You don't want unlimited traits you want something to chase. Would you be happy if they gave you 1000 traits that give you 0.01% increase to range damage so you have something to grind toward just like the first game ?
You also get a trait for each Archetype equipped which gives you a potential of 9 traits maxed out (if you equip two level 9-10 Archetypes).
I can say that I never spent points on stamina in my builds.
Currently, I sacrificed mod power generation and skill cd reduction to put something else.
So there's really no mandatory group of traits.
This, obviously, may vary from person to person ( I have seen several people unable to forgo untouchable, for example, regardless their build )
Tomes becoming completely useless once you collected 60 gives you more to chase than tomes still being valueable finds? Ok.
In return you get twice the rings slots, archetype abilities, archetype passives, consumables and mutators. 65 trait points are more than enough to build whatever you want. From meditank to jack-of-all-trades support/dps to a full BIG SWORD GOES FOOOOOORCEEEEES.
You just can't be everything all at once.
Exact same way you weren't able to do that in the first game, because even with all traits maxed out, you needed specialized armor, rings, amulet and mods to fill the certain role.
If you don't like the limitations, just use mods to remove them. While you are at it, give yourself 8 extra ring slots for a good measure.
Comparing a save file at the end of a lengthy series of cycles (level 400+) to the campaign of a different game altogether is not a valid comparison. In neither game do you have access to all the traits all the time during the story or your first couple of cycles. These are where 'builds' matter. Even in the postgame of the first game, most of your build came from your gear-- the traits were just fun. In this game, the traits are not fun. They gutted the system due to, in their own words, laziness.
Removing the cap would just let people climb ladders faster, since they removed all the traits that significantly affect gameplay from the first game (or locked them behind archetypes for no reason). There is no defense for the trait cap, and the cap itself isn't the main problem. It's just one issue on a very large list of questionable design decisions.
Honestly they should either take a second look at some traits and rebalance the bad ones to be relevant, or add bunch more of traits and split them into primary and secondary traits, primary are the strong ones with limited cap, secondary one are the lesser one with no cap so you can max all out of them.
I can see the point of limiting people when it comes to stamina and life ones, but ladder speed? Nah