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You can use anointments on the animator class? So just unlock the ones you want and add em to it
I mean its innate trait is kinda "meh" and you can't even fuse it properly, so that's already one missing, potentially vital, trait slot.
You can fuse it temporarily, but for that you need to have a creature with a desired trait in your party, most likely a trait that only benefits a single creature (otherwise it would be a bit of a waste). Odds are you are going to bring an additional single creature trait, because Animator has 2 perks that copy traits from Animatus' party members.
Unless you are using those two creatures as, for example, supporting damage dealers, you are already 'missing' 3 trait slots.
I'm aware one can go for a more powerful 'Tanucrook strategy', but with Misery Nemesis being not too uncommon, I'd rather not.
To be fair, this can be somewhat mitigated by bringing Rengas for temporary fusion and possibly a Tech Reaper as additional support. Ancestral Phoenix is a given for that approach, of course. Animator's auto-revive perks are a nice addition as well.
I also haven't tested Feign Death spell with Animatus' allies yet. Perhaps one can use it to abuse the heck out of Thrive on Death and similar effects?
To get back on topic, I think the other specs do well enough without access to Animator's perks. They are either solid enough to not be interested in Animator's benefits or just irredeemably awful by comparison (looking at you, Druid).
You forgot to mention to add Imlers/Imlings as well! :o
I'm not sold on Ultimate Trickery however. Last time I checked, the RI modifier limiting extra traits was one of the possible hidden ones. And giving up all those artifact trait slots for perk benefit isn't too attractive, IMO.
Admittedly though, it's really fun and wacky when it actually works to its fullest extend! c: