I understand game is still in alpha so not still feature complete which might nudge and destroy balance of mechanics, but certain mechanics just do not click or too bothersome to use like items(unless autoequip make your incarnations multiclass I guess and use items to solve contradictions. But sounds more bothersome long run than just train new incarnation.) There some items worth using though because they allow you to cheat whole game early enough before you have your set of workers.
Less chaotic class distinction I like in this game so it is easier to satisfy at least core requirements unlike no haven(which is navigational hell for new players to understand what to look for). But also low amount of classes means it is easier to form one team for everything and it be perfect. So your game is special and I feel needs some rethinking how it would work. And what is redundant and what is good.
Some long term goals I Feel would be good.
(If items was source of unique tags would be better work.) Special trainings require to be active certain traits but required for assignments, so you use equipment to substitute those to keep training active during assignments (and solve contradictions). Certain racial traits/knowledges/items (already some of it present)Would make some races better.
Some noose on most powerful traits so you would not get to use them too often too easily. So you can still do everything(if it is desired) but it is not from get go: "here are 3 main pillars now go craft perfect team as long as you can support upkeep." Something you gain as game progresses, something you work early with but little by little regain that power do changes as you develop or find teachers. (maybe research mechanic or some assignments that trains new things for your classes unlocking and sometimes requiring todo quite unique and hard assignments that might have consequences on success or failure to break teams and having to come to those assignments with some creativity)
No haven had some classes that could add traits extremely rare requiring risky assignments which were hard to do even with strong high level characters with good trait intersection reliably or just be super lucky, and they were already quite rare.
P.S. Oh no wonder image sets did not work I had wrong syntax. It seems I can use character exports for this from templates, would need to edit syntax a bit.