Forcing roleplay isn't good game design, but making you make the most of your traits is good game design.
A system with +10% x or +10% y isnt giving you a hard choice, it is making you evaluate which of x or y is more important. It is not making you wonder how you can make one work, or what results it will have, it is making you calculate roughly which will give a better yield and when. A plethora of +x, +y, +z is not giving you hard choices, it is encouraging you to use spreadsheets. A +x when a, +y unless b, and +z when c, is adding non-linear variables to the system. If there are enough of them, you will be encouraged to play differently more so than if you choose between +x and +y. This adds replayability and more interest to the game. This said, it is worth noting that you need a certain critical amount of traits to distinguish nations and this gets harder with more complex traits as you don't want to repeat them. It is also unlikely it can be polished enough to be in the release, but it is something to think about for future patches or dlc.