Traps, IME, are very difficult to use in any meaningful way, and can almost always be beaten or circumvented without any special expertise. I don't look at Trapfinding as being a very powerful ability at all.
Well, it certainly is down graded in Pathfinder, which seems to be setting your expectations. I guess I'm just pretty old school, with my formative years as a player/DM being in the early 80's, I just expect the world to be as filled with traps as Gygaxian D&D. While circumventing traps is a powerful tool, I have always found that it works best when you can also apply some sort of perception skill as a backup plan.
Astute: +1 to Sense Motive checks and saves against illusions.
- Good but a shade below Guarded Mind. Add Linguistics?
Daring: +1 to Balance checks and saves against fear.
- I agree with adding Tumble. Tumble is such a powerful skill that anything that adds to it is worth considering.
Dauntless: +1 to saves against death effects and transmutation effects (including polymorph and disintegrate).
- Good.
Deft: +1 bonus to Sleight of Hand checks and Disable Device checks.
- Meh. Have it add to the roll to confirm a critical hit or something of that sort.
Guarded Mind: +1 to will saves against mind-affecting effects.
- Very strong.
No Trace: +1 to Hide checks after not moving for at least 1 round, +1 to Disguise checks, and +1 to the DC to track the character using Survival.
Drop the 'after not moving' clause. Though, you seem to find Stealth a lot more generally useful than I've fond it. Care to explain why?
Resourceful: +1 to Survival checks and to saves and checks made to resist the effects of heat, cold, hunger, thirst, and suffocation.
- Very weak. I'm not sure what to add here. I'd say add 'Swim' as it seems in theme, but it would still probably be fairly weak except in a few wilderness heavy games. One possibility I've thought about is it adds a 'Jack of All Trades' bonus - you get to add the bonus to any skill check in any skill you aren't trained in. But I'm not sure how the math works out there. 'Craft' is also a possibility.
Sixth Sense: +1 bonus on initiative and a +1 insight bonus to AC during surprise rounds.
- Good
Slippery: +1 to saves against effects that impede movement, such as slow or web, and +1 to CMD against grapple checks and Escape Artist checks made to escape grapples.
- Good. Roughly as strong as Astute. Not sure what to do to bump it up, as its already complex.
Spell Sense: +1 dodge bonus to AC against attacks made by spells and spell-like abilities.
- Good, but not good enough. Possibly add spellcraft to recognize a spell? If not merge with Trap sense and call it 'Danger Sense'.
Trap Sense: +1 to reflex saves against traps and +1 dodge bonus to AC against attacks made by traps.
- Really weak by itself compared to broadly useful abilities like Sixth Sense, Guarded Mind, or Dauntless. Not sure what to do about it, but maybe merge with the above as per the suggestion in 'Spell Sense' or have it also add to Search to detect a trap. In general though, this is the sort of power creep that makes me leary of the otherwise interesting idea and makes me want to throw out Gaurded Mind and Dauntless as too potent and rebalance to nothing better than the original Daring.
Vigorous: +1 to fortitude saves against poison and disease.
- Good, but both of these effects are easy to acquire immunity to or deal via minor spell use. Perhaps add Climb.