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Those traits can have significant impact in some mods, for what it's worth.
For example, when one of your pilots has the 'Moonlighting with a medium laser/LRM' event, if they have the Technician, Technical School or Tinker trait, there's an extra option (make them spend a week in the Mech Bay) which guarantees success (an improved weapon). Without that trait, they might improve the weapon, or be unable to improve it but put it back together, or break the weapon. If I remember correctly, there's an event involving setting up a firing range, where you can avoid a bad outcome if your character has a military background (such as Officer Training).
And the only way they *change* is by some travel events - certain choices in certain events can lead to losing tags or gaining new ones. I remember a "throw a party" event years ago that gave one of my pilots "drunk". Disciplining a pilot could lead to them becoming Unruly or Rebellious, supporting them can lead to Dependable, things like that.
But yeah, with all the RNG involved, it's pretty rare to have an event that needs a certain trait and a pilot with that trait.
Below is some sort of flowchart I made for events regarding pertinent Pilot Trait events in BEX a year or two ago.
I'm aware this is probably not very relevant outside of BEX.
Furthermore, I'm not sure how I even put it together in the first place, or what some of it even means anymore; I haven't played in a while. But maybe it helps someone... it is data, after all.
https://i.imgur.com/X0DvV01.png
Negative can be more problematic since the events they trigger will cost you more then you could gain from them. For example those drunks could cause issue that you have to resolve.
Interestingly Glitch has her own event (nothing major, just an amusing event really) due to her backstory (bio-metric scanners hate her). It is sort of an unlisted trait.