Really? I disagree. Here's my opinion:
#1: Cult Leader. I may be biased, but starting with nearly double the minion cap says "massive head start" to me. If I had it to do over again, I would have rushed for 50 notor and (likely having rank 2 by then) have 22 minions to everyone else's 10 or so. I think the massive head start would outweigh anything else.
#2: Mad Scientist. It's a head start to research, which can get you to the useful techs sooner. In addition, it's like having a free scientist minion that doesn't count against your cap. The upper levels are pretty serious research bonuses, and you start with a leg up getting there.
#3: Mastermind. While MwaP at level 1 is pretty boring, it starts getting good with more points into it. The extra starting cash is nice as well.
#4: Layabout Playboy. The trait's OK and the double starting cash is nice, but it's nothing spectacular. This strikes me as the "generic" start.
#5: Mob Boss. Unless there's some good tactic to keeping your notor low at the very beginning (I have yet to see one), then this start is awful. Starting with a thug is like starting with an extra $300, which is nothing compared to the above two. Yes, you can start an extortion on T1- whoopty do? If this started with a couple of extortions and more thugs, it'd be better. As is, it's crap.
Really though, once everyone has a couple trait points spent, the archetypes are the same (which I figure was intentional.) If you wanted to differentiate them, make some of the traits unique- if you don't start with them, you can never get them!
Riversand does have a point- being a mad scientist does have a certain appeal to it.