Actually, many folks are saying the rogue is good, no one is saying the rogue is needed. There are plenty of high-level rogues out there, I can assure you.
Urbannen said:
The rogue has too few HPs to be a decent swashbuckler without fighter levels.
Well, that's a different discussion, altogether. The rogue
can be a swashbuckler...but D&D itself doesn't lend itself to this archetype directly, period. You can see several discussion on this topic elsewhere in this and the rules forum (one started by yours truly).
Urbannen said:
If the rogues skills are actually useful in the game, it usually means that the party HAS to have a +12 Sense Motive check in the group or they can't figure out what's going on, or they HAVE to be able to remove a DC 32 trap. Usually if the rogue's skills are necessary, it means that the skills are the only way around a problem. One way around a problem + rogue rolling a 1 = frustrated party.
You confuse the rogue's skills being highly beneficial with necessary. Triggering a magical trap
IS a viable option, especially if you can identify what it is. Throwing down an antimagic field or putting a proteciton spell on the barbarian who intentionally triggers it is one strategy, for example. You could make a similar argument about requiring a cleric to battle the undead or a spellcaster to harm something with high DR or high AC. There are ways to solve the problem, but sometimes they are suboptimal ways. Following this philosophy removes creatures with magical immunities or SR, such as the Golem, which is practically immune to direct magical attack.
The group I'm running through RtToEE had no cleric for the first 6 levels. And yet they persevered. Their tactics were considerably different, and that spectre was a much scarier foe with turning out of the picture...but if the cleric had been there and rolled poorly, the same would apply.
All of which ignores the idea of party cooperation. If the rogue gets a few selective buffs, then she's going to have an easier time of it. A monk, ranger, fighter or bard could also be a scout, but the rogue's talents lend itself to such pursuits. Spellcasters and psionicists can scout ahead using spells or talents, as well as a rogue, too. There is only one task that a rogue can do that no one else can, and that's disabling a magical trap. And there are spells that can do that, as well.
Urbannen said:
The fact that a rogue is a good scout is of limited interest, since generally only the rogue can do it. Once a rogue starts scouting, he becomes a solo player while everyone else looks on. Sometimes it would be good if a group could use stealth to avoid a problem, but since only the rogue can do it, it isn't really a choice at all.
It sounds like you've had a problem with a particular player hogging the 'screen time'...but you don't need to be a rogue to do that. A shapechanged or polymorphed wizard, a stealthy ranger, wildshaped druid, a cleric with delusions of grandeur, a psion who decides to go astral travelling, a fighter with no patience and on and on....likeminded players can do this, regardless of class.
It's incumbent on the DM to provide challenges for the entire party. Every character can't be the hero in every battle or situation, so it's important they get a chance to shine once in a while. How the individual group resolves that problem is a problem specific to that DM and group. The rogue is one of the most versatile classes in the game, and just like the cleric and fighter is no longer trapped into a profession and set role, if she so chooses.