Chems aren't a readily available resource at the beginning of the game... when the game is at its most brutal. Having those extra 7 stats made a MASSIVE impact on the beginning of the game, and a substantial impact on the rest of it. Also, no, chems didn't alter everything. While the coding was pretty sloppy at times, it was solid where it needed to be. You couldn't get "free" skill points by temporarily boosting your IN. Of course, there were PLENTY of other ways to boost your skills, so that's not saying much. But still, that's one area where it didn't really matter. Another thing that chems couldn't do was a damn thing about your LK. Nothing- NOTHING at all -could boost your LK past where it began. Only the 2 zeta scans could change your LK stat, meanwhile other stats could be substantially boosted by chems, and there's plenty of times where LK is a very precious stat.
Gifted wasn't some throwaway Trait at all. It really was broken, all things considered. Thus my eternal pondering of what it would take to balance the Trait without changing what it was GOOD for. Increasing your stat pool by almost 20% is not insignificant, nor mere convenience. The sum total of what it offers is massive. Losing 5-145 skill points from start to finish across the game was an EASY sacrifice to make for those 7 stat points. If nothing else, it was mathematically imbalanced. 7 points of IN makes for 14 skill points points per level, so you're effectively "trading" a net positive amount of skill points (which isn't a drawback) to gain 7 extra skill points to do whatever you wish with. That's ridiculous.
A positive trade off in exchange for a positive trade off. Very broken.
By total contrast, Traits like Bruiser were a net negative in exchange for net negative, and it was a complete waste of a Trait... UNLESS your goal was to deliberately gimp your character as much as possible.