Like most things in life, how you experience events are up to you. Some people want to enjoy the subtleties of the game and others want to get to the end as fast as possible. I played with groups that the rogue went first, when he stopped, everyone stopped, disarmed the trap and we moved on. When it came to battles, the tank ran in first. Some groups the tank bulldozed through the whole thing, soaking up the trap damage, got a heal, and moved on. I think the later ruined the experience for me. I like to explore the entire dungeon. To each there own.
Traps were totally ignored by everyone including the rogue, there needs to be an incentive to avoiding setting off a traps, xp bonus if no traps were tripped during a dungeon quest etc. Traps should be more punishing than what they are at the moment
imo it was free dps at low lvls. as a guardian, i was able to position mobs on the traps. those floor blades and dart traps would kill mobs faster. round a bunch up and have them positioned to be hit by the traps. beyond the rooting ability from the floor spikes, i just jumped over em after i knew they were there lolz.
[I agree that traps are 100% ignorable. The damange is negligable. I would like to see them do massive damage, apply a non-dispellabel debuff, or even insta-kill anyone that triggers them. I would also like to see some kind of perk or bonus to the Trickster for disarming them. Maybe a special Trickster only currency that could be used to purchase something.