Rogues got a lot of love when they were given Sneak Attack. Beforehand, they had *nothing*. (Yes, technically they had Backstab. How often did you see that occur?)
In Complete Adventurer, Wizards provided three new Rogue-substitutes, for parties that don't want a straight Rogue. Any one of the Spellthief, Ninja or Scout can function in the "find traps" aspect of the rogue, and the Artificer likewise from Eberron.
There's an assumption in D&D that the party will have four characters:
* A fighting man
* A healer
* An arcane blaster
* A trap-finder
After those four roles are covered in your party, you can start branching out.
What is interesting is how easy access to wands of cure light wounds has made the "healer" role one usable by any Paladin, Bard or Ranger (or even Rogue at times). Such is how my campaigns often survive.
The arcane blaster can be a Wizard, Sorcerer or sometimes even a Druid or specialised Cleric.
Cheers!