I'm not fond of the way traps are presented in the DMG. They are considered encounters, but they're short, completely mechanical, and rather binary. By that I mean, they either find and disable the trap or it springs on them. As long as they survive it, they get the xp for the encounter, even if they don't seem to learn anything from it. Also, I hate how badly it slows down the game if they're making search checks every 5 feet.
As such, I prefer puzzle/riddle traps, preferably with multiple solutions. I've used traps where the PCs must answer a riddle etched into the base of a statue or it becomes animated and attacks them. Either the correct answer or the destruction of the statue opens the next door. It sounds Zelda-ish, but block puzzles can be fun. Set up a room where the PCs must arrange objects into a certain order or shape by pushing them in the right order, or inserting them into holes in the wall properly. Use a pressure plate on the wall or floor that resets everything but also has a nasty effect, like filling the room with a foot of water, mimmicking a summon monster spell, or steal a mechanical trap from the DMG as a penalty for reset.
These sorts of traps allow all the players to be involved instead of just the rogue and while they potentially slow up the game as much as the listed traps, at least it's time they spend talking instead of making endless search checks.
Good luck,
Z