Sweep over 00_traits for comprehensive AI weights

AI weight changes were kept very small and incremental per trait.
Improved weight-trait correlation based upon my understanding of the
actual in-game effects of the amorphously-defined weights, the names
of which tend to be misleading regarding their actual behavioral
effects.

Net weight magnitudes will now overall have a higher range of values,
dependent heavily upon trait distribution, but the total average range
is not only on the same order as previously but probably close to it
when summed.

One notable skew exception is an overall average increase in
ai_ambition effects where appropriate, as I've found ai_ambition to be
a critical component in getting AI characters to distinctively act
upon their other weights.

Small ai_rationality deltas are now also employed in most traits to
encourage or discourage more hesitant/careful behavior vs. more
rash/responsive behavior.

Slight negative rationality combined with higher ambition to
potentiate cases such as brave, elusive_shadow, brilliant_strategist:
in those cases, the affected AIs will be more likely to do things
which vary from the "safe" baseline in its own interest rather than
sit on its ass and be reactive.

Hard to summarize so many miniscule changes, the diff is no easy way
to grok the strategy and intent of the weightings, and I have some
more trait tweaks along the same lines queued for later commit, hence
these very long commit notes explaining some of my guidelines.

Queued adjustments include some more obvious tweaks, mostly centering
on two congenital traits, immortal becoming more minimal for more
general-purpose usage than just Shattered Balance, some custom Ruler
Designer costs, slight nerfing of combat trait bonuses, and several
2.0 traits opened-up to Ruler Designer plus a few disabled for it that
should have been already, but they badly need to be broken into a few
distinct commits before I can submit them in a way that makes any
coherent review reasonable.
Restricted D-Day filter to only non-essential is_high_prio=yes
Final is_high_prio non-essential decisions delayed to D+1-Day

D-Day scenario customization decisions should now never be obscured by
a non-essential is_high_prio=yes decision that (in almost all cases)
doesn't even fulfill its allow conditions by definition on D-Day/first
game day, as they will wait until 1 day has passed (and scenario
customization options are gone) before hogging the top of the
decisions menu in arbitrary order.

Holdouts in this commit included "Hold a Blot/Nerge/Etc.," my own
bring_child_home decision, and a waylit decision. is_high_prio=yes
decisions that could theoretically fulfill their potential condition
on D-Day but that were actually relevant to higher-level changes akin
to scenario customization (like creating the HRE, though in practice
it'd be impossible to coincide) are not delayed in the event that
there's an edge case where they might actually be relevant to the
scenario customization or be confusing if they were delayed a day.

Moderate usability and feature visibility improvement for scenario
customization decisions overall, particularly if more are added. Since
they're lost after the first day, it's important that they actually
display on the visible part of the cramped intrigue menu!
Autonomy Faction: Fixed 'commend liege' vote never succeeding

Commend liege outcome hasn't worked properly until this commit,
apparently. Instead of the faction leader collecting the vote outcome
in 3 days, he was commending himself in 3 days, skipping the vote
completion event which would've then routed the commendation to the
actual liege.
Merge pull request #93 from zijistark/dev

Morning merge