Just wanted to start a discussion about the best traits to choose when you want to avoid being screwed by poor distribution.
By that I mean your gameplan shouldn't be shut down by, for example, lack of crystals.
This is actually how I almost always play. I don't really care if I could do extra well in situation X if I could potentially do extra poorly in conceivable situation Y. I would rather lower my maximum upside and raise my minimum downside, resulting in a smaller range of performance.
Anyway, I will throw some traits out there that I think result in the minimum downside and some alternate picks for those who care to take penalties or switch out with main picks.
Races
Humans - Henchmen are really flexible in usage and can be used to help shore up weaknesses. Upper tree commanders can help with gold, research, or unrest problems, for example. Free exp helps you not fall behind in levels.
or
Mancers - It's hard to argue about the value of extra movement. At least you are less likely to lose due to lack of movement, a consideration if there are no mounts available. Extra accuracy never hurt anybody. Easier road building.
Racial Traits
Master Scouts - Terrain can't mess you up.
Enchanters - Lack of essence can't mess you up (as much).
Masterwork Chain - Allows almost all hero types to use the highest level equipment and use the least number of level up picks to get it. Less dependence on metal. Reduced initiative penalties increase general army performance.
Binding - Helps to make sure you always have your group spaces full in your main stack and helps to make sure your cities don't go undefended.
Alternates
Great Hammers - Hammers are great because they reduce dependence on metal so strategies that are looking to raise minimum performance love them. This makes them better.
Any free research tech, especially scholars - Hard to argue about free techs. They are extra valuable in the early stages of the game which is what we want to ensure we live through.
Defensive - Spears require a lot of metal so that aspect of this trait might not get a lot of advantage, but the bonuses when defending cities are really good if you are in a bad enough situation to need to defend cities.
Archers - Reduces dependence on Metal and Crystals.
Stealth - Monsters won't come wreck you before you can even get started. Easier early game expansion.
The Decalon - Always have the type of magic you need and outposts can help improve minimum performance in a lot of ways.
Professions
Armorer - Free armor at every stage is always useful.
Noble - Unrest is always a big concern.
Warlord - Free gold or larger armies are both good ways to limit downside risk.
Hero Traits
Life Magic - Aura and Healing synergizes with Armorer to limit risk of unit loss. Shrink limits risk of losing to high offense enemy units. Primarily casting on your own army limits risk of being resisted.
Air Magic - Casting primarily on your own team limits risk of being resisted. Limits risk of opponents acting first. Teleporting limits risk of being unable to defend. Titan's Breath can potentially do a whole lot to keep you from losing.
Brilliant - Limits risk of spells being resisted. Extra exp helps you stay competitive in levels.
Attunement - Limits risk of not having enough mana to cast spells.