General announcements
Evil trait: As the description describes, stereotypical silly villainy "Send me one million gold bars or I erupt this volcano (on this private island where I'd probably suffer a lot more from it than the rest of the world anyway)! Now sit tight as I ramble for an hour on why I'm better than you, giving you enough time to foil my overly complicated plan!" Now that I think of it, the listed trait description may have drifted from the intended trait.
A Good trait would probably describe stereotypical silly heroism. "You'll never get away with this!"
Neither of them will probably do much in practice, hence why [Evil] is <x1> rather than <x0.5>. They're mostly for-GM behavior/personality flags so I don't have to memorize all the descriptions (yet).
Behavior/morality/personality traits, current and otherwise, will probably always be GM behavior/personality guidelnes.
Demonic Spoon: Amended Heal:
Heal+1 <x1.4>: Heal minor mundane diseases monthly
Heal+2 <x2.0>: Heal weak mundane diseases monthly and minor mundane diseases daily
Heal+3 <x2.8>: Heal strong mundane diseases monthly and weak mundane diseases daily
Heal+4 <x4.0>: Heal super strong but mundane diseases monthly and strong mundane diseases daily
Demonic Spoon and Andres: Ability trait: Not yet, I think I'll just simplify it to an abiliskill thing using [Affinity] to reduce the headache from handling so much magic business. Note that for me, I consider magic to be a fairly minor part of the game and typically just go with what makes sense and is sufficiently balanced. Just lumping magical skill and ability into affinity seems like the logical option given how many changes separating the two would produce.
Fr0stbyt3: Probably, but I think it'd be a waste of your free magic schools. May as well use them for something normally impossible, no?
Rolepgeek: 2-3E to invent Thunder Guns
micelus: Probably not (have to explain why it's an expy = original enough, have to explain why it's not an expy ~ expy)
Microbes: Since they're not sapient, they'd probably be treated as flora/fauna/somethingbiota. If they mostly just sit around secreting dyes, food, or something not too significant, they'd end up 0E. If they caused sufficiently weak real diseases, they'd still be 0E. Even immortality probably wouldn't change much given how often bacterial growth is limited by nutrition, infections, and antibiotic compounds other things secrete.
Andres: Yes, a motivated individual can master a cross-school. It probably doesn't happen too often for much the same reason not everyone wants to work towards mastering a single field of study in particular.
If the person casting magic is a wire, burnout is when said wire melts from carrying too much current for too long. If there isn't a thematically appropriate injury/death, I just roll for one (which can affect not just the body too). Angels and agents tend to be thicker wires in this analogy, but gods don't exactly fit properly in it.
Creating with intent to inflame: No
Creating races and pantheons: Everyone who contributes to the race gets 100% god-specific piety unless otherwise specified. For agents, loyalty will be to the pantheon's decisions/consensus rather than individuals unless otherwise specified. (How the pantheon reaches a decision is left up to individual pantheons to decide)
FArgHalfnr: Expies are those things clearly lazily copied from some source other than mythology and public domain works. The minimum required to get flagged as an expy is probably lifting something with no significant changes beyond renaming/recoloring (if at all). Things from public domain works and mythology are less likely to get marked as expies because they tend to be far less avoidable. Taking inspiration from a work, in which you take concepts from any work at all and reshape them to better fit your character and the setting will not cause things to be marked as expies.
$$$Response
Demonic Spoon:
Heal (only soul-eating/rending diseases) <x2.0>: Heals from soul-eating/soul-rending diseases (does not resurrect)
Andres:
Healing Hands: Probably a decorative version of Heal? (Not likely to differ much in price given closely related function)
Eats Evil Souls: x1.4, does not actually give the ability to identify which souls are evil before eating, maybe inherently an evil act?
Strong Soul: What does this do?
TheBiggerFish:
Inoculations against soul-eating diseases: Probably 1F/14000
Trait to prevent soul-eating: Soulless (race) <0.5>: Race lacks a soul and provides no worship
Soulless (agent) <2>: Agent lacks a soul
Rolepgeek: Are you sure those traits wouldn't be better as bits of description text?
Magically Attuned+1 <x1.3>: Grants improved attunement to magic of all types, blocks learning Antimancy and [Magic Resistance]