Another thing I noticed, all attributes have a value between 0 and 5000, and both Psychological Trauma & Cave Adaptation have ranges from 0 to 100 like the traits do....
It seems they are an in-between....
Besides the wiki doesn't make up its mind either:
This trait increases as dwarves witness death and suffer tragedy. The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort. This trait often finds its way into experiencedsoldiers, who might watch friends and comrades die as often as they kill goblins.
and that's in the attribute page when talking about Psychological Trauma
The following are not moddable personality traits, and unlike true personality traits, they can vary in response to certain hardcoded stimuli however in other respects they are tracked in a by the game in a related manner.
You can fix that typo O.o But other than that, I think the reason is that cave adaptation doesn't affect anything other than the dwarves thoughts and raises and lowers depending on the presence of the sun. Technically, it's neither a personality trait or attribute but more like a symptom caused by the environment.
In other words, it's classified as such because that's the closest model it works in. It has a standalone complex :/
What do you mean what typo?? at least the Cave Adaptation is in the traits page and being referred as a trait....
So structurally they are like traits:
same range & values
effects involve thoughts
but they behave like attributes:
can be raised / rusted (cured in the case of cave adaptation, not sure if you could get de-traumatized though)
can be influenced by behaviour (staying inside or outside / witnessing tragedy)
In what section of the thoughts and preferences do they show??