A couple more fixes:
WifeIsFertile - The Trait definition currently has it affecting only admirals, which would explain why I never see it on any of my guys. Should be "Characters family" like WifeIsBarren already is.
A merchantinit12 trigger belongs between 11 and 13. If you look closely at the #13 and #14 triggers, you'll see that 13 somehow ended up being a weird blend of what 12 should be (for the base guild) and what 13 should be (for the m_guild). Corrected looks like this:
;------------------------------------------
Trigger merchantinit11
WhenToTest AgentCreated
Condition AgentType = merchant
and Trait ReligiousMerchant >= 1
Affects ReligiousMerchant 2 Chance 33
;------------------------------------------
Trigger merchantinit12
WhenToTest AgentCreated
Condition AgentType = merchant
and SettlementBuildingExists >= merchants_guild
Affects MerchantsGuildTrained 1 Chance 100
;------------------------------------------
Trigger merchantinit13
WhenToTest AgentCreated
Condition AgentType = merchant
and FactionBuildingExists >= m_merchants_guild
Affects MerchantsGuildMember 1 Chance 100
;------------------------------------------
Trigger merchantinit14
WhenToTest AgentCreated
Condition AgentType = merchant
and FactionBuildingExists = gm_merchants_guild
Affects MerchantsGuildMember 1 Chance 100
;------------------------------------------
This makes a problem though: MerchantsGuildMember only has 1 level defined, instead of the 2 that all the other GuildMember traits have. It would need the second now since we're allowing MerchantsGuildMember to gain 2 points if the gm building exists. Shouldn't be hard to add the second level though, even if you have to copy the descriptions from the first level temporarily.
That of course is assuming that the merchants guild is intended to function like the other ones do. With how messed up they all were in the vanilla file, I think we assume they should function the same, but anyone with a mind to argue the other side should do so of course.
Bookmarks