I hadn't thought of that myself, I had just started messing about with stuff when I was adding my traits. It'd be more of a pain than you realise to do now though, as I've added about 50 traits, with many having links to others, which is a couple of hours of mind destroying work to sort, Dilemmas and Interviews notwithstanding.
The increased magnitude of the traits was actually done by Red, I requested permission from him to use his Personality Traits as a base for mine as everything I was doing was originally going to be private and just to compliment his mod. I eventually took the decision to make it a public release as an optional component to Red's mod at the time just in case other people wanted it. Therefore all I've added is new traits with some adjustments to ones he'd already done. I was, and still am, only using Red's mod, so everything I did and will do is to tie in with his mod and nothing else. The same is applicable to the tyre tweaks, race distance adjustments and my eventaul overhaul of the part upgrade choices.
My plan for Personality Traits was something that Red had already partly done, hence me taking them forward with some personal adjustments. My ethos has been to ensure that traits have punch and force some split-second decision making that just isn't at all present in vanilla, with some thought to the realism of some effects, but realism has not been my guiding aspect. I remember telling Red of a driver I had that crashed, and got Broken Rib for weeks on end, and I had to decide there and then whether to keep him in the car so he wouldn't lose too much morale and get poached, but suffer poor results until some way into pre-season, or stick him in as reserve, risk him getting poached and losing my best driver but maintaining decent results with the reserve. Things like that never, or rarely, happen in vanilla.
In the end, changing most things in the assets is incredibly straight-forward and if I can do it, anyone can.