Some additional weaknesses could be a limit on the # of Champions ... in the field of battle?? Or perhaps decreased loyalty for recruited NPC champions. Actually "Mercenary" would probably be a good trait to have INCREASED loyalty for recruited NPC champs and DECREASED loyalty for royal champs .... or even, the physically stronger a Champion is, the greater his loyalty, and the weaker a CHampion is, the less his loyalty.
A more magic-oriented trait could have the opposite effect -> weaker CHampions are more Loyal, Stronger ones less loyal.
That somewhat compliments the Free-WIll NPC personalities idea, while at the same time running parrallel and Separate from the Idea.
Ignorant-> slower spell reasearch
Traditions -> cities give more prestige but less science
Traits below are Probably better suited as RACIAL WEAKNESSES
Another weakness could involve increased Upkeep for armies based upon Army Numbers (a good weakness for Adventurer Kings/Elitists) -call it Aristocracy?? Professionalism?? Elitism??
Another weakness could have increased Upkeep for units based upon their level (higher leveled units cost alot more) ... this could be good for a Kingdom/Empire that uses alot of cannon fodder soldiers, and less skilled Champions. -call it Corruption?? Bribery?? Favoritism??
Another weakness could be that each Citizen eats 20% more food - Voracious/Slovenly/Gluttonous
Another weakness could be that Housing holds 20% less people -> Exclusive Society
Wasteful-> all buildings and roads cost more resources
Greedy-> gold mines and trade routes could result in reduced profits (keeping them for yourself)
Unclean-> health/high society oriented prestige improvements give less prestige.
Small Minded-> citizens give less science
Arrogance-> science buildings give less science, trade routes give less trade
Austere-> commerce buildings give less gold, trade routes give less trade
Pocket Pinchers -> Citizens give less taxes (proportionally)