I can tell you for a fact it can use those as fields for a sort, as a filter, as eligibility, etc. The issue comes down with how I would assign categories based on what's there, and the effects it would have on the booth game.
As it stands, you're already planning your day based on energy levels, openness, what specialized booths you have access to, and now, traits. I'm not entirely sure there's cognitive space for adding another layer on top of that, and I'm not entirely sure that adding in something like 'Oh, great, now I need to grab a bunch of teens' or whatever is really adding in a sort of depth that is rewarding.
In the booth game, I'm also convinced that adding another decision to where to send girls beyond what's there might be adding cognitive load without cognitive reward.
A third concern is that I don't want to punish players for having preferences. If a player happens to just want to fuck about with MILFs in booths, cause that's their jam, then it'd feel like a mechanic that punished them for having a preference. I feel that's against the spirit of customizability the game is built around.
However, I also don't like traits to go unused. Right now, those traits are fluff, as is the 'specialty' trait, and I have ideas in mind to change that. But I think the answer here is not to add onto the booth or planning layers. There's other avenues to explore and I'm confident that exploring them will pay off in the long term.