I'd like to see some traps being detectable via reactive Spot checks rather than just active Search checks - and characters with Trapfinding as a class feature should gain an automatic Search check in the vicinity of a trap, just as Dwarves with Stunecunning can automatically detect unusual stonework. That will reduce the tedium of active trap searching.
Also, disabling traps should be something that calls on various skills depending upon the specific trap. I.e. a delicate mechanism will still involve the rogue, using the same skill he'd use to pick a lock - but a trap with a big, swinging pendulum blade might require a Strength check from the barbarian to disable, whilst a magical trap might be best dealt with by a Spellcraft check from a spellcaster to determine the safe order in which to erase the inscribed runes.