Another vote for expanding combat maneuvers/stunts/etc. It does seem like the rogue is begging for more creative combat rules than it's had (except possibly in PF; I haven't played a PF rogue).
Pathfinder rogues have all the problems of 3e rogues in my opinion. In other words, if you want to make an effective dirty fighter who stunts, you put strength as your primary score. You don't use stealth skills much anyway (since splitting the party means death) and if you can't get the lock open you carry a crowbar. Dex is good for AC, but since you have lighter armour and less hp than the fighter, you are pretty fragile anyway.
I'm a bit baffled here. Frankly, I always thought the rogue being in danger out of combat (and being in the background and never a target in combat) worked pretty well. I also always enjoyed surprising people with a sneak attack and never really saw the rogue as being too weak.
I don't really get where you think the rogue isn't in danger in combat, unless you have a really nice DM. The rogue is a secondary melee fighter with his sneak attack abilities, which means he is going to take a fair bit of punishment unless he can cripple or disable any opponents he is facing off against. So rogues need in their halo some basic knifework, alchemical and poison abilities to bridge the gap with their better armed and armoured opponents.
I don't mind the rogue being in danger when he is by himself, but failing a stealth check when you are trying to infiltrate or scout an area is pretty much a death sentence. Even the defenders of the save or die mechanic admit that the only way to survive repeated save or die checks is to put yourself in a situation where you don't have to take regular save or die checks. So what did experienced players of rogues do? In 1e/2e they generally didn't use their stealth skills until they had about 80% chance of succeeding, and really only became bold at 95% success rate. In 3e, with opposed skill rolls for stealth and perception, they never scouted ahead. Ever. (Unless of course they had magical enhancements (invisibility, boots of elven kind etc) which ensured they had an 80% success rate).