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The traits do not manipulate the end result of XP -- in other words, the XP being stored is "flattened" to that of a 0/0 character, and then when recovered, boosted according to who is reading it.
Example: Person has 100XP -> transcribes 100XP (technically in game someone with a boost-map of 0 actually writes 400XP) -> If they still have a boostmap of 0 on their next character, they'll get back 100XP.
If they make a new character with a boostmap of 1: they receive 125% of the flat XP - so 500XP. However, if that character re-transcribes to a new journal or otherwise it's flattened back to 400XP.
This is all to say no new XP should be created, ever. The above example is in regards to starting boosts you get when you pick traits/professions. But the same applies for traits that change XP rates - smart learner would not net you more XP even if you change traits.
Smart learner will let you earn more XP for that specific character, but not really any additional XP for your journal if you later change traits.
Taking slow learner likewise does not have a long-term impact, if you opt out of the trait, you will receive the XP you would have been getting from the same actions.
Is there not a way to make it spawn on death? I'd imagine that'd be more complicated to code.
For example, I don't want my wife's first experience of the game to be sitting down and reading to catch up a skill so that she can do the "fun" things she sees us doing, since she wouldn't have the skill set to do XYZ action.
I would think turning it on as a toggle or for faction-only would be awesome. It could also maybe open the door for other journals "penned by dead survivors" to give exp (like other mods do with notes).
Are you sure you didn't enable no-crafting in sandbox?
I'm on the fence, it's a personal opinion kind of thing, the mod was designed to enable more casual / experimental game-play, but not to that extent. But it's also just a game, so I'm probably over thinking it.