I was thinking more a Ranger subclass that sets up instant or very fast traps with magic.A person doesn't need a trapper class the way trap design works in the DMG.
The DMG lists sample traps and guidelines on how to design them. That example includes how a PC can set up the trap. Using this guideline I would say traps fall under skill actions where the player can describe a trap and how they set it, the DM calls for any rolls that might be required and how long it takes and damage or effects etc, and they move forward from there.
There doesn't seem to be a need for a trapper class when thieves' tools, some equipment, and a skill check can build and set a trap.
In the ranger's case, what would it take to trigger an avalanche or rockslide in equipment and skills for setting a trap as another example? Imagine using the survival skill to not only avoid natural hazards but also leave a trail luring pursuers into those hazards.
There's no need for a class feature when we can already call out an activity under those rules and then let the DM adjudicate it.
I think a trapper class restricts being imaginative. All a person needs right now is tools, materials, and time. But if a person were to lean into it then look at the trap design rules and build around that.
Like in 5 minutes and 5-10 spell slots, a Trapper Ranger could recreate Home Alone.