@Cybertronica
Er... that’s a lot to take in at once.
As a suggestion, I know you see an end goal of the traits you want to make but you say yourself that you don’t know what you’re really doing. While everything you want may not be possible (mind control and repair might be good examples, at least the way you describe them) a lot of how I learned MC4 was through practice and trial and error. So I honestly suggest you start small and work your way up in complexity. This gives you the chance to work with the program as you go and learn what you can do, can’t do and potential workarounds to get close to your goals, even if you can’t do them exactly the way you first thought.
You asked at the beginning of the post about how to give your Sim an emotion after sleeping. That is a good, and basic, starting point and is covered by the tutorial with Continuous Loots. There are several test conditions you can add - multiple ways to test for sleep - either with running interactions or buff checks, for example.
Once you get that working, I would focus on other aspects of the trait that are not so heavily reliant on a second trait on another Sim because if you’ll notice, there isn’t a lot of trait interaction in the base game really, beyond evil/good. That’s because you can’t assume the second Sim with the other trait will always be around and the trait should have compelling gameplay in and of itself. What makes AI #1 unique? Does it learn faster or slower? What does it learn faster or slower? What will make it happy? What will make it sad or angry? As a robot, will it need to eat? These are all things you can change/modify/make moodlets for as you go along. Writing a good AI trait should be the first goal. Then, once that’s been fleshed out, you’d work on creating AI trait #2 - which should be different from AI #1. Only then, when they are complete but separate entities should you begin to worry about how they interact with one another.