That is certainly a good way to say the class is a complete failure at your table. To make sure they are out of psi points in the first three rounds of waking up every day.DC 25: ascertain that the room is free of mundane traps. If you succeed you know no trapis there. Die expended.
"You wake up, make a perception check. Yep, you failed to see anything... want to roll a die? Ok, dice was spent. There was nothing, you succeed."
Six seconds later, repeat ad nauseum for the rest of the adventuring day... sounds like great DM'ing...

The question is rules as written and how to work around them as a DM, not "how can I make the game not fun for the player and completely ruin the subclass".
RAW, this subclass is exceptionally powerful, almost to the point of game breaking. I've already talked to my players about house ruling it (because it's a broken power of extreme capability), but I'm trying to see if there is anyway to run it without changing the RAW and not have it fundamentally change the rules of the game. (I sometimes volunteer and run AL games and this is ripe for abuse).