I don't see an need to add an additional trait, especially if it's one the player can't use.
Also no upkeep would be fine for the AI but not for a player. The problem is the AI sucks so badly at city planning that even with no upkeep his income would still be pitiful in comparison with a decent player. I keep saying this, as well as the value of city spam, but it seems people don't realize just how big of a difference it is. So I crunched the numbers and here it is.
This is the city growth and gold output for a single base Human city with no +gold resources in it. First column is size of city, 2nd is number of turns after founding to grow to that size, third is the income of the new buildings added at that size increase, and last is the total income of the city. The 3.5 at the start comes from the +2 for the Castle and the 50% conversion of food to gold from the Farm. City growth also assumes no use of Prosperity type spells.
Size-Growth-Gold-Gold Income
1 --- 0 --- 3.5 -- 3.5
2 --- 6 --- 4 --- 7.5
3 --- 11 -- 2 --- 9.5
4 --- 17 -- 50%- 12.5
5 --- 24 -- 75%- 17
6 --- 32 -- 100% 23
7 --- 40 -- 100% 29
8 --- 50 -- 3 --- 41.75
9 --- 61 -- 3 --- 54.5
10 -- 75 -- 3 --- 67.25
11 -- 92 -- 3 --- 80
12 -- 116- 3 --- 92.75
13 -- 153- 3 --- 105.5
14 -- 245- 3 --- 118.25
As you can see the city's income starts taking a huge jump when it hits size 8 and starts building craftsman guilds. This is because of all the +% modifier buildings that were built previously. At the beginning it is rather small amounts so most people dismiss the benefit an extra city or two can have. But within 32 turns your city gold city is enough to buy a new basic unit every turn. Within 61 turns it can the city is producing almost enough to make a tier 2 unit every other turn which is also about how fast you can train them.
If you throw in a silver mine +6 gold then by size 8 it has 54 gold per turn, with gold mine +12 it's 67, and gems +20 it's 114. And those numbers are with just 1 +gold resource in the city limits. This kind of specialization setup makes it so that by turn 70 I can usually have about +200 gold per turn coming in ever after expenses from couple dozen units with -100 gold upkeep and few perk/troop buildings(which sadly don't have a total anyway and not gonna count them all). With no upkeep on buildings I imagine it would add another 100 gold then throw in the unit upkeep and net gold income is probably close to 400 per turn. The AI by this point I estimate doesn't even make half that, which is mostly eaten up by maintenance cost. Even with no maintenance cost I'd say it's safe to estimate my positive, after expenses, income is higher than the AI's total income before it pays upkeep. So yea I don't really see it having no upkeep as much threat. By turn 100 I can easily see positive gold income of 500 or more.
And for those looking to truly optimize their empire the build order above is not actually optimal. If you build the Craftsman Guild before the first 100% gold building you actually get a total of about 37 more gold over the 16 turns from Size 6 to size 8. I know it doesn't sound like much but that is per city, so across several cities that could be enough for a couple extra units or perk upgrades.
Also keep in mind that because of the +325% bonus in human cities each craftsman is worth 12.75 gold per turn and 9.75 gold in non-human cities. So keep that in mind if want to build any other building besides craftsman in gold farm city as it's basically costing you that much in upkeep(It's the opportunity cost in economics).