I've seen this thought a few times, though, so I figured it was worth explaining why it works the way it does.
A major goal in UI design is to reduce noise. You don't want to repeat the same information if the player can easily deduce that information. Otherwise you're forcing the player to read words that don't carry information, which increases cognitive load for no benefit.
For example, every character in RimWorld is somewhere on the spectrum of industriousness. Some are lazy, some are typical, and some are hard-working. However, since the vast majority of characters are of average industriousness, we reduce noise by omitting this information. When the player sees nothing about industriousness, an average level in this trait is implied. Players understand this ~100% of the time.
It's the game UI version of Strunk and White's classic writing advice: "Omit needless words."
The same goes for the other traits in the game - psychopathy, move speed, nat...
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