This kind of "split the party and..." lock scenario gets raised incredibly often but there's actually an eberron adventure that uses something similar (forgotten forge? whitehearth?). Every time I've run it or seen it run there is one of two scenarios that happens A: someone already knows exactly how to complete the lock & does so rainman style based on metagame knowledge so nobody cares... Then there is scenario B: the party tries a few things & shuts down till the GM bypasses it with a handwave. Interestingly though it's also used in the d&donline MMO in one of the raids, the same A or B happens there except the scenario B bypass is for someone to alt-tab out to lookup the trick.(Disclaimer: I only read page 1.)
My solution to this is simply that the party frequently has to split up. The rogue can't be in two places at once, but there are two locks that need to be opened (party has a rogue, a fighter/rogue, and the warlock can pick locks - poorly! - as well). The bard can't be in two places at once, but there are multiple social interactions that need to happen at once (party has a bard, a warlock, and a face-rogue). The party needs to scout/infiltrate a large location, but doesn't have time to do it slowly (warlock can use invisibility, rogue can stealth, bard can stealth; fighter/rogue can, but is in shiny armor). And so on.
It's a little odd right now in the campaign because they're in an ancient location where only the warlock can read the material (Eyes of the Keeper, I think?), so he's usually the only one who can try things. But even then, last session he wrote down careful instructions, and then the bard and rogue had to go off and attempt to follow the instructions and deal with the unexpected "bumps" not covered by the instructions.
So yeah, if I want to challenge the pure rogue with a stealth or lockpick check, it has to be really high; mostly, she breezes through even the DC 25 "dwarven puzzle locks". But the fighter/rogue can also handle quick lockpick checks during combat or timed situations, and the warlock can bypass "everyday" DC 12 and 15 locks found in most cities.
It's really one of those scenarios that works fine in a novel or something but fails miserably in play.