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No, these traits will not affect empire directly unlike civics or some other trait mods, only affect POPs' attributes as vanilla traits do.
Mechanical Organism
As machines have base habitability 200%, <Mechanical Organism> makes that as 60%.
The vanilla traits got ids like: trait_robot_mecanical_organsim or trait_mecanical_organism, but these don't work.
The trait IDs are following some simple rule. I'll give you some examples.
1. traits for bio species (trait_td_<trait name>)
e.g.) Multi-hiveminded: trait_td_multi_hiveminded
e.g.) Great Excuses: trait_td_great_excuses
2. traits for lithoids only (trait_td_lith_<trait name>)
e.g.) Meteor Strike: trait_td_lith_meteor_strike
3. robotic traits (trait_td_rbot_<trait name>)
e.g.) Laser Blasters: trait_td_rbot_laser_blasters
Note that some bio traits have alternative version of the trait for lithoids. For instance, <Gigantic> is separated as trait_td_gigantic and trait_td_lith_gigantic. If the trait affect [food output, food consumption, pop growth speed, leader lifespan], I'm pretty sure they have an alternative.
So, for <Mechanical Organism>, 'trait_td_rbot_mechanical_organism' will be its ID.
EDIT: fleeting (vanilla) is indeed excluded, but Hemophilia isn't,