All this seems to apply to badly played rogues.I also rate classes more level 1-10 not 11+ as a lot of games don't go that high.
Screwing around with cantrips us also fairly sub optimal as if you are in melee dual wield. Doubling your chance to land a sneak attack is better than an extra dice or two that you gave to wait until higher level to deal much more damage than just the extra dice if dual wielding. And it's situational as well.
I assume you like running in casting booming blade, bonus action get outta dodge?
What if you miss went not just take the extra swing? Or tank the hit and use your half damage thing to reduce it and gave someone heal you later?
If the fighter takes the hit it's more damage that someone had to heal.
The rogue mobility is good but often it's used incorrectly or one poor Sid takes all if it as the rogue is running around achieving sod all instead of dealing more damage asap and splitting damage.
Anyways, I'm not impressed by expertise until late tier 2. A +2 or +3 bonus on a few skills just isn't enough to make the rogue particularly good out of combat. What makes me rate rogues high for out of combat is cunning action. The ability to get extra movement or hide while moving all while scouting ahead actually allows the rogue to retreat when things go bad.
It's that combination of higher stealth and ability to retreat that they bring to the table that no one else does.