The following is a list of ideas for traits from the forums. I have copied just the ideas that might work for implants. Names probably need to be changed in some circumstances. http://ufoai.org/forum/index.php/topic,6661.0.html
Talented [weapon name] operator Boost to the hit chance with one particular weapon (only if the weapon has been researched). At later game, you might get rookies with bonuses to newer weapons (since they've heard rumors of them and they can't wait to try them out), while you'd still have those seasoned machine gunners and such, adding flavor to the mix.
Medic Unusually skilled medic sometimes gets more healing done with the same amount of TUs. This chance goes up over time as the medic gains battle experience.
Alert gunner Slight bonus to the hit chance when doing reaction fire. Slight bonus to the chance of doing reaction fire. Weapon is fired only if the hit chance is 70% or above, or whatever. Or possibly the trait triggers when an alien is just about to fire. Hit chances and reaction fire chances are increased when soldier is confirmed to have the perk.
Fast aim Aliens have harder time interrupting a soldier who can wave his gun as if it were a pencil.
Quarterback Slightly increased throwing range and accuracy. Bonus gets bigger once the soldier is confirmed to have the trait.
Sniper Option to spend more TUs to do an extra-aimed shot with select few weapons. With increased accuracy, of course.
Die hard Generally more damage resistant than others. Faster health stat growth.
Courageous under pressure Bonus to all skills during base defence missions.
Recon specialist Lowered AP cost for infrared goggles as soon as the trait is discovered.
Proposed Research Text: Physiological Implants
TO: Base Commander, PHALANX, Atlantic Operations Command FROM: Dr. Connor, R&D: Bio & Containment Division, PHALANX, Atlantic Operations Command DATE: %02i %s %i SUB: Proposal: Bio Samples / Corrupter
The disassembled Corrupter vessel appears to have been little more than a flying biology lab. In addition to upgrading our lab equipment with captured alien devices, we've also acquired a number of human and alien samples. If we could have the time and funding, we could get a better grasp of what the aliens have in store for us.
Sincerely, Dr. Connor
TO: Base Commander, PHALANX, Atlantic Operations Command FROM: Dr. Connor, R&D: Bio & Containment Division, PHALANX, Atlantic Operations Command DATE: %02i %s %i SUB: Research Complete: Bio Samples / Corrupter
It appears that we were laboring under a set of misapprehensions. The first was that the specimens in question were dead, or at least biologically inert. As we adapted to the alien systems we learned how to revive them. Few of the humans were coherent, but we've managed to piece together enough to figure out what was happening, if not why.
The second misapprehension was about the inhuman specimens. As it turned out, there weren't any. Despite tissue densities never seen on Earth before the invasion, none of the samples that we tested were anything other than genetically human. We're not sure why the aliens have developed what is, for lack of a better term, a form of super-soldier serum, but it far surpasses anything we've made for the same purpose.
It's not without its side effects. In extreme dosages, subjects suffer from significant cognitive impairment. Intriguingly, the aliens were thorough enough in their research that we not only have the formula, we have a counter-formula as well - one which produces an entirely opposing effect, boosting mental function at the cost of physical abilities.
We've completed our analysis of both drugs, and come to the conclusion that they're safe to use on PHALANX personnel, if not without drawbacks. An unexpected side effect appears to be that - with either drug - the immune system becomes more aggressive, increasing the odds of cybernetic rejection. Limiting augmentation of anyone on such a drug regimen would be wise.
Sincerely, Dr. Connor