Note though, the scout does not have the ability to find any magical traps. This is to reflect his ability to find pitfalls, snares, or any other traps.Li Shenron said:Trapfinding as a Rogue
I could definitely retard the progression of TS and cap it out at +5 maybe...Trap Sense up to +6
He gains IUD at a fairly late level compared to the rogue and the barbarian.Uncanny Dodge and Improved Uncanny Dodge
Remember that compared to the combat styles, the bonus feat prerequisites MUST be met. It's a small difference, but a difference none the less.Allowing to swap combat styles for an equivalent number of feats is generally quite ok as well, but definitely an improvement.
I could very definitely drop the good Fort saves and I think Fast Movement could go as wellBut at the very list I would NOT grant him Fast Movement, Uncanny Dodge and the trap abilities all at once, or otherwise remove something else... depending on the wanted style for the class obviously. What about giving him bad Fort saves? That's basically a refuse from the 3.0 version of front-line role but doesn't necessarily fit with a class based on stealth and speed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.