These are what I call "flavor" traits. It's neat to say that your elf is 1,500 years old, but that's about it. In all but the most unusual campaigns, the game is unlikely to go on long enough that age comes into play. And Terminally Ill is a horrible example of a disadvantage. It does nothing to inconvenience your character in any way, shape, or form, until one day when you just die and make up a new character. Adding a Mitigator is one step towards fixing the problem but a equally large step towards making it worse (since now your timetable is indefinite).

If you have a horrible disease that's going to kill you, buy appropriate disadvantages. If the only thing keeping you alive is an experimental drug, take a Dependency. If you're morose over your situation, take Chronic Depression. But you shouldn't get any points for something that doesn't affect you until it's too late. I'd call that a Quirk ("At some point, I'll be replacing this character with a new one.")

Note that Destiny is unchanged, but there should be an emphasis on ensuring the destiny comes into play before the campaign ends.