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There are quite a few differences between the two systems. The old one is essentially going through the ENTIRE trait list several times every time you open the trait menu, where as the new one is loading the traits into lists via SGUI on the first time you open the menu, then it is cached and you don't need to load it again, at least until you restart the game I think.
I was just looking over your code again and I think what you are wanting to do should be possible, but the code looks a tad wrong for the way you described it working.
Rather than excluding those trait flags, it looks to me like you are actually checking that all of them are true (which means this loader should be empty, since I doubt all of those flags are on any trait at the same time). If you wanted to exclude them, I would expect to see
Inside a limit, there is an implied AND. So having limit with all the has_trait_flags is like saying AND { all the trait flags must be true }