I’d be fine with the random trait if it gave multiple chances at different ways to deal with different situations. That’s a mouthful. What I mean is part of the frustration with having a “random” trait is that if the items are tailored too specific for a certain situation or are so generally bland and weak that they’re just boring/ineffective you end up feeling that you always get the wrong item. For example, if there are 5 items and only one of them is a credible anti-zoning item, when you're being zoned out there's basically a 20% chance of getting the item you need and an 80% chance of being frustrated.
What I’d rather see for WW are multiple trait powers giving multiple ways to deal with situations, but each item changing the strategy in how that situation is dealt with. So for dealing with zoners, maybe the shield power gives her that walking shield move or some type of armor so she can just bulldog in. The Boots give her the air mobility, dash, or some way to get through zoning with footsies or movement. The bracelets give her a way to reflect projectiles. And then maybe the other two items don’t offer much in anti-zoning options. But that way when you pop trait you get a 60% chance of getting a way to deal with a zoner.
The same idea could apply to dealing with other character styles, or in regards to WW’s offense. Come up with 2-3 different ways of dealing with a situation, and then distribute it through the trait that way. That way WW has a 40%-60% chance of having a tool to deal with any situation, but it’s up to the player to identify and adapt on the fly based on which tool they’re given.