I've had fantastic luck with them.
A complex teleport-redirection trap for a Drow stronghold, a Clay Golem in a room that sprayed acid from multiple nozzles... Great stuff.
They're awesome fun, but there needs to be something (synergistic) for non-Rogues to do. The fighters had to fight the golem, then *grapple* it (that was cool!) and drag it into the not-acid area to kill it. While the teleport-redirection was closing, the others had to handle the Drider guards while the Rogue disabled the closing cealing...
...the only drawback is, if you play the Disable Device checks by RAW, you have a bored Rogue. They advance on the trap mechanism, spend 2d4-3d4 disabling, and get one roll for "all the enchiladas". I allowed one roll per round, against the "nozzles" in the acid trap, and it worked perfectly - particularly since I had the nozzles "reset" after several rounds.
"It's off! No, no, it's on. No, it's off! It's still... no, it's on..."