This is all based on personal observation, and will probably drive a lot of people up the wall due to being unconventional. This more or less removes all the obscurantism and focus on irrelevant details from the concept of instinct stackings and makes it easy to quickly and uncontroversially type people, at the expense of removing almost any relationship to the original idea of "instincts" at all (hence the name "Archetypal Stackings"). These are not the "Wheel of Saṃsāra" archetypes at all, or the common ones listen on any site that I've seen, but chosen based on personal observation and an attempt at actually making them easily-understood.
The "instincts" themselves seem most easily defined as:
So - position
Sx - influence
Sp - stability
Now, onto the archetypes:
Gods - So/Sx (position through influence):
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The gods live in realms like Mount Olympus that are quite removed from the affairs of mortals. They consume their ambrosia and golden apples with scarcely a care for what is going on in the world. Mortals pray and give them offerings, but they could scarcely care about the mortals themselves. They are known for being incredibly fickle, even in their relationships with each other - think of all the wild and ever-changing divine love affairs in Greek mythology.
In the normal world, these are the typical administrators and moderators, the "popular kids" in schools, flighty socialites, and disconnected businessmen and politicians. Obviously, their fault is being disconnected from normal affairs and using Sx/Sp "monsters" to do their dirty work.
Monsters - Sx/Sp (influence through stability):
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Dragons, rocs, minotaurs, cyclops, hydras, leviathans - they are essentially forces of nature, and largely work to the will of the gods. Zeus could have little effect without his eagle, Thor without his goats, Diana without her stags, Odin without his ravens, Freya without her boars. The gods are raw position, and the monsters raw power.
In the normal world, these are the enforcers, "bullies" in the sense "blustering, quarrelsome, overbearing people who habitually badger and intimidates smaller or weaker people" rather than "sadists", procurers in every sense of the word, and the "bad cops" in "good cop/bad cop" duos (or groups) with So/Sx "gods" as the "good cop".
Commoners - Sp/So (stability through position):
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These are just ordinary mortals, peasants and farmers as well as scholars, craftsmen, and merchants who just want to go about their business. These are the hobbits in Lord of the Rings, and most humans as well.
In the normal world, these are just typical club members, forumites, and ordinary citizens focused on engaging in ordinary (and sometimes not ordinary) activites. They tend to be the most stable influence and reasonable, and have tremendous influence through numbers and their universal recognition as being stable influences, generally playing a jury-type role in conflicts (often with some Sp/Sx in the jury as well).
Heroes - Sx/So (influence through position):
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Heroes are typically demigods, and have superhuman abilities such as strength, cunning, speed, invincibility, sometimes even getting into outright magic like invisibility and powers over the elements. A hero might appear as a commoner if there is no apparent trouble, or else go out to live in the wilderness or unknown regions. This category includes antiheroes as well, and even the most traditional heroes have somewhat of a tendency to throw their weight around. This archetype is characterized by instability, since whatever tremendous power they wield is just as likely to be turned back on them, dying in a battle or due to murder, if their downfall is not their own self-undoing. They never have any real stability in terms of their position (think of the wandering adventurer) or their influence (usually, a King has to act to stabilize the changes they try to bring about, and the Commoners have to accept it).
The advantage of Sx/So "heroes" is, of course, their tremendous personal power, that easily equals that of the Sx/Sp "monsters" and can challenge and even sometimes take down the "gods". The disadvantage is that they tend to be somewhat "free radicals" no matter how disciplined and in control of themselves they are, as has been outlined above, and Sx/So "heroes" and Sx/Sp "monsters" are more or less perpetual enemies by nature no matter how much they try to make peace. Although this relationship largely exists between all archetypal roles that share the same first element (So/Sp "Kings" and So/Sx "Gods" are adversarial, as are Sp/So "Commoners" and Sp/Sx "Fae"), coexistence in these relationships is often trivial due to the fact that being unstoppable forces in perpetual conflict and on the brink of destruction is not the nature of these archetypes. Sx/So "heroes", despite their tremendous personal power, seldom ever get formal power due to their unstable influence and position, instead tending to act as the perpetual challenger. If So/Sx are the "good cops", Sx/Sp the "bad cops" and executioners, and Sp/So the jury, Sx/So are the lawyers, attorneys, and advocates.
Kings - So/Sp (position through stability):
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Kings tend to have divine ancestry, but not typically divine parentage. They bring stability out of chaos in an active role, in contrast to the passive being stability of the gods, and their connection to and sympathy with the common people gains them admiration. They cannot truly cause change themselves despite their stabilizing influence, and often seek out heroes to do these roles, slay monsters, and keep the wrath of the gods at bay.
In the normal world, these are typically lower administrators, having irregular positions more often than So/Sx types (who typically have regular positions) or respected community members. They form duos with Sx/So to challenge So/Sx in the same way So/Sx forms duos with Sx/Sp to enforce their will. So/Sp members tend to be the most generally well-liked since they have considerable influence, are more "in touch" with people in general than So/Sx (who have power through convoluted politics more than anything) and are less out of control than Sx/So. In a legal situation, these people are the judges.
Fae - Sp/Sx (stability through influence):
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Faeries, nymphs, sirens, fauns, satyrs, elves, dwarves, trolls, goblins, yotuns, djinn, kitsune, and all manner of nature spirits and other spiritual creatures fall into this category. Like the gods, they are largely uninvolved in the mortal world, but they are more of a stable fixture that constitutes it rather than fickle entities lying above it. They tend to wield a considerable amount of power, but largely only use it out of boredom or reasons that no one can quite discern.
In the normal world, these are loners, mercenaries, forum trolls, aesthetes, libertines, recluses and ascetics. Their problem is a tendency to get disconnected from the wider world in terms of pursuing their own selfish motives, and thus not contributing their often-needed Sp-stabilized secondary Sx to situations. In a legal situation, these people are those presenting testimonies on either side.
Advantages and disadvantages of individual "instincts":
So: So is about position, and naturally So-first types will go into the highest positions in a system as if they were falling upwards. The disadvantage to So is separation (despite it generally being considered "social instinct" implying that it's geared towards social interaction itself) when one manages one's position in such a way it gets out of whack. The aristocrats in the French revolution cried "Let them eat cake!" before their heads were chopped off with the guillotine.
Sx: Sx is raw individual influence, and Sx-first types are essentially unstoppable - although in directions they would prefer not to go just as much as ones they would prefer to go in. Just as they wield the power to quite possibly bring anyone else down at any time, anyone else could just as easily turn that back against them, and they are constantly alive on the edge. Dragons horde gold for centuries only to be slain, and the hero that comes to slay them seldom dies in old age, usually meeting a violent end. Sx-first is a perpetual dance of death which can never be truly escaped, only moved away from.
Sp: Sp is stability, and as such Sp-first types can relax far more than the other two types generally. However, things can very easily turn into stagnation and even decay quite easily in Sp, such as when the local dragon or the plague falls upon the village, although such terrors are incidental, rare, and generally predictable.
The actual enneatypes, tritypes, etc. more or less just adds a "type" or "sphere of influence" to these 6 roles, which in mythology and folklore are things like god of the underworld, trickster hero, etc.
The "instincts" themselves seem most easily defined as:
So - position
Sx - influence
Sp - stability
Now, onto the archetypes:
Gods - So/Sx (position through influence):

The gods live in realms like Mount Olympus that are quite removed from the affairs of mortals. They consume their ambrosia and golden apples with scarcely a care for what is going on in the world. Mortals pray and give them offerings, but they could scarcely care about the mortals themselves. They are known for being incredibly fickle, even in their relationships with each other - think of all the wild and ever-changing divine love affairs in Greek mythology.
In the normal world, these are the typical administrators and moderators, the "popular kids" in schools, flighty socialites, and disconnected businessmen and politicians. Obviously, their fault is being disconnected from normal affairs and using Sx/Sp "monsters" to do their dirty work.
Monsters - Sx/Sp (influence through stability):

Dragons, rocs, minotaurs, cyclops, hydras, leviathans - they are essentially forces of nature, and largely work to the will of the gods. Zeus could have little effect without his eagle, Thor without his goats, Diana without her stags, Odin without his ravens, Freya without her boars. The gods are raw position, and the monsters raw power.
In the normal world, these are the enforcers, "bullies" in the sense "blustering, quarrelsome, overbearing people who habitually badger and intimidates smaller or weaker people" rather than "sadists", procurers in every sense of the word, and the "bad cops" in "good cop/bad cop" duos (or groups) with So/Sx "gods" as the "good cop".
Commoners - Sp/So (stability through position):

These are just ordinary mortals, peasants and farmers as well as scholars, craftsmen, and merchants who just want to go about their business. These are the hobbits in Lord of the Rings, and most humans as well.
In the normal world, these are just typical club members, forumites, and ordinary citizens focused on engaging in ordinary (and sometimes not ordinary) activites. They tend to be the most stable influence and reasonable, and have tremendous influence through numbers and their universal recognition as being stable influences, generally playing a jury-type role in conflicts (often with some Sp/Sx in the jury as well).
Heroes - Sx/So (influence through position):

Heroes are typically demigods, and have superhuman abilities such as strength, cunning, speed, invincibility, sometimes even getting into outright magic like invisibility and powers over the elements. A hero might appear as a commoner if there is no apparent trouble, or else go out to live in the wilderness or unknown regions. This category includes antiheroes as well, and even the most traditional heroes have somewhat of a tendency to throw their weight around. This archetype is characterized by instability, since whatever tremendous power they wield is just as likely to be turned back on them, dying in a battle or due to murder, if their downfall is not their own self-undoing. They never have any real stability in terms of their position (think of the wandering adventurer) or their influence (usually, a King has to act to stabilize the changes they try to bring about, and the Commoners have to accept it).
The advantage of Sx/So "heroes" is, of course, their tremendous personal power, that easily equals that of the Sx/Sp "monsters" and can challenge and even sometimes take down the "gods". The disadvantage is that they tend to be somewhat "free radicals" no matter how disciplined and in control of themselves they are, as has been outlined above, and Sx/So "heroes" and Sx/Sp "monsters" are more or less perpetual enemies by nature no matter how much they try to make peace. Although this relationship largely exists between all archetypal roles that share the same first element (So/Sp "Kings" and So/Sx "Gods" are adversarial, as are Sp/So "Commoners" and Sp/Sx "Fae"), coexistence in these relationships is often trivial due to the fact that being unstoppable forces in perpetual conflict and on the brink of destruction is not the nature of these archetypes. Sx/So "heroes", despite their tremendous personal power, seldom ever get formal power due to their unstable influence and position, instead tending to act as the perpetual challenger. If So/Sx are the "good cops", Sx/Sp the "bad cops" and executioners, and Sp/So the jury, Sx/So are the lawyers, attorneys, and advocates.
Kings - So/Sp (position through stability):

Kings tend to have divine ancestry, but not typically divine parentage. They bring stability out of chaos in an active role, in contrast to the passive being stability of the gods, and their connection to and sympathy with the common people gains them admiration. They cannot truly cause change themselves despite their stabilizing influence, and often seek out heroes to do these roles, slay monsters, and keep the wrath of the gods at bay.
In the normal world, these are typically lower administrators, having irregular positions more often than So/Sx types (who typically have regular positions) or respected community members. They form duos with Sx/So to challenge So/Sx in the same way So/Sx forms duos with Sx/Sp to enforce their will. So/Sp members tend to be the most generally well-liked since they have considerable influence, are more "in touch" with people in general than So/Sx (who have power through convoluted politics more than anything) and are less out of control than Sx/So. In a legal situation, these people are the judges.
Fae - Sp/Sx (stability through influence):

Faeries, nymphs, sirens, fauns, satyrs, elves, dwarves, trolls, goblins, yotuns, djinn, kitsune, and all manner of nature spirits and other spiritual creatures fall into this category. Like the gods, they are largely uninvolved in the mortal world, but they are more of a stable fixture that constitutes it rather than fickle entities lying above it. They tend to wield a considerable amount of power, but largely only use it out of boredom or reasons that no one can quite discern.
In the normal world, these are loners, mercenaries, forum trolls, aesthetes, libertines, recluses and ascetics. Their problem is a tendency to get disconnected from the wider world in terms of pursuing their own selfish motives, and thus not contributing their often-needed Sp-stabilized secondary Sx to situations. In a legal situation, these people are those presenting testimonies on either side.
Advantages and disadvantages of individual "instincts":
So: So is about position, and naturally So-first types will go into the highest positions in a system as if they were falling upwards. The disadvantage to So is separation (despite it generally being considered "social instinct" implying that it's geared towards social interaction itself) when one manages one's position in such a way it gets out of whack. The aristocrats in the French revolution cried "Let them eat cake!" before their heads were chopped off with the guillotine.
Sx: Sx is raw individual influence, and Sx-first types are essentially unstoppable - although in directions they would prefer not to go just as much as ones they would prefer to go in. Just as they wield the power to quite possibly bring anyone else down at any time, anyone else could just as easily turn that back against them, and they are constantly alive on the edge. Dragons horde gold for centuries only to be slain, and the hero that comes to slay them seldom dies in old age, usually meeting a violent end. Sx-first is a perpetual dance of death which can never be truly escaped, only moved away from.
Sp: Sp is stability, and as such Sp-first types can relax far more than the other two types generally. However, things can very easily turn into stagnation and even decay quite easily in Sp, such as when the local dragon or the plague falls upon the village, although such terrors are incidental, rare, and generally predictable.
The actual enneatypes, tritypes, etc. more or less just adds a "type" or "sphere of influence" to these 6 roles, which in mythology and folklore are things like god of the underworld, trickster hero, etc.