My Rogue fix is to give them two features with upgrades.
1. At level 5, instead of Uncanny Dodge they get Disruptive Strike.
At level 10 this improves.
2. At level 3, they get "Uncanny Accuracy".
3. At level 11 and 17 they gain Lightning Reflexes. (this is basically a DS upgrade).
Disruptive Strike: Starting at level 5, you can expend a reaction when an attack hits within the reach or range of your weapons, and you can identify the attacker. Make a weapon attack on the attacker. If this weapon attack hits, the triggering attack must be rerolled with disadvantage.
Starting at level 10, you can use this ability in response to the magic action being taken. If this weapon attack hits, the target must make a concentration save against the damage you do, or the action fails.
Uncanny Accuracy: Starting at level 3, when you make an attack that would qualify for adding sneak attack damage, you can consume sneak attack damage to increase the d20 roll by 1 for every sneak attack dice you consume. These consumed sneak attack dice cannot be rolled for damage or used for anything else until the end of the current turn, and you can only consume up to half (rounded down) of your sneak attack dice this way.
Lightning Reflexes: Starting at level 11, you can take a second reaction, but no more than once per turn. At level 17 you can take a 3rd reaction, still no more than once per turn.
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These all fit the Rogue at-will pattern. Disruptive Strike rewards putting yourself into a position where you can make an attack with advantage or with an ally adjacent to an enemy on your off-turn, and it massively encourages paying attention when it isn't your turn. The Lighting Reflexes upgrade gives you more uses against more targets (or against a legendary foe).