Pielorinho
Iron Fist of Pelor
Not to open a can of worms, but I think the way to keep a rogue's job interesting is to vary the type of traps. Remember that rogues get multiple advantages in dealing with traps, including the ability to find them, the ability to disable them, and the ability to avoid damage from them (since a lot of traps require reflex saves for 1/2 damage). Some traps are easy to find but difficult to disable; some traps are difficult to find but easy to disable. Some traps are easy to find if you take some elementary measures of caution, but impossible to find otherwise. Some traps can be disabled by anyone who knows what to do.
In order to create this variety of traps, think about it from the trapmaker's perspective. If the trap is guarding something the trapmaker needs to access on a regular basis, there's going to be an easy and safe way to bypass the trap, and anyone who knows this technique can use it with either a nominal roll or no roll at all -- turn the key twice in the lock, murmer the word "Rutabega" before opening the door, walk all the way on the left side of the corridor, skip the third step on the stairway, etc. Sometimes such traps can be fiendishly difficult to find (a gas potion in a cabinet); sometimes such traps can be only difficult to find (a pressure-plate on a stairwell).
If the trap is a decoy trap, then the trapmaker doesn't ever need to go that way, and there needn't be a simple means of disabling them. A doorway that opens into the underside of a river, for example, is darn near impossible to disable: how does one possibly open this door without causing the corridor to be flooded? Such traps are best left undisturbed. Of course, a rogue will be the party member likeliest to recognize the door as a trap, even if she's not able to "disable" it in any meaningful sense.
By thinking like the trapmaker, you can create a variety of interesting and unusual traps that function in a variety of different ways, keeping the rogue's life interesting.
Of course, thinking like a trapmaker has another advantage: it gives the rogue something to hang her hat from. Rather than searching every 5' of dungeon, she just needs to search in places likely to contain a trap. With some groups, you can handle this freeform; with other groups, you may want to allow a check to give the rogue a hint that "this would be a great place for a trap." Checks such as craft: trapmaking or disable device (substituting Int for Dex as the related skill) or even Search (giving a synergy bonus for craft: trapmaking) would be appropriate. Just make sure that they sometimes make these checks in places that AREN'T trapped: you want the rogue to retain a little bit of paranoia
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Anubis, out of curiosity, where do you see most traps having location/proximity triggers? And how is it that you conclude location triggers can't be searched for? Perhaps I don't understand what you mean by this.
Daniel
In order to create this variety of traps, think about it from the trapmaker's perspective. If the trap is guarding something the trapmaker needs to access on a regular basis, there's going to be an easy and safe way to bypass the trap, and anyone who knows this technique can use it with either a nominal roll or no roll at all -- turn the key twice in the lock, murmer the word "Rutabega" before opening the door, walk all the way on the left side of the corridor, skip the third step on the stairway, etc. Sometimes such traps can be fiendishly difficult to find (a gas potion in a cabinet); sometimes such traps can be only difficult to find (a pressure-plate on a stairwell).
If the trap is a decoy trap, then the trapmaker doesn't ever need to go that way, and there needn't be a simple means of disabling them. A doorway that opens into the underside of a river, for example, is darn near impossible to disable: how does one possibly open this door without causing the corridor to be flooded? Such traps are best left undisturbed. Of course, a rogue will be the party member likeliest to recognize the door as a trap, even if she's not able to "disable" it in any meaningful sense.
By thinking like the trapmaker, you can create a variety of interesting and unusual traps that function in a variety of different ways, keeping the rogue's life interesting.
Of course, thinking like a trapmaker has another advantage: it gives the rogue something to hang her hat from. Rather than searching every 5' of dungeon, she just needs to search in places likely to contain a trap. With some groups, you can handle this freeform; with other groups, you may want to allow a check to give the rogue a hint that "this would be a great place for a trap." Checks such as craft: trapmaking or disable device (substituting Int for Dex as the related skill) or even Search (giving a synergy bonus for craft: trapmaking) would be appropriate. Just make sure that they sometimes make these checks in places that AREN'T trapped: you want the rogue to retain a little bit of paranoia

Anubis, out of curiosity, where do you see most traps having location/proximity triggers? And how is it that you conclude location triggers can't be searched for? Perhaps I don't understand what you mean by this.
Daniel