Some additional thoughts on Remove Trap (and Thief skills in general):
A
To me, Remove Trap needs to be rescaled to difficulty. With 100 Remove Trap, you should have some chance to disarm high level traps. As it is now, my T-hunter will almost always fail to remove a trap on higher level chests. Yes, I am one of those few who stubbornly keeps Remove Trap on my T-hunter in the hopes that someday, someway, it will be useful. For now, like everyone else, I just step away, use Telekinesis, and save myself even trying with Remove Trap. Argh!
Maybe casting Telekinesis and causing the trap to detonate, should also blow up some of the things in the chest? A successful Remove Trap would preserve all items for you to loot?
B
Stealing, Snooping, Lockpicking, Detect Hidden, and Remove Trap could all function similarly and scale your chance of being revealed when using those skills to your Hiding skill. Or, maybe Hiding is just the action of Hiding and Stealth would more appropriately cover the actions you take while hidden?
Giving the Thief the option to remain hidden (through skill point investment) would allow use of thief skills over magic skills. Which seems more in line with, you know, a thief. (You could also have stuff in dungeon chests be destroyed if Telekinesis was used to detonate the trap, instead of the trap being removed.)
C
Could Hiding be on a separate timer from the other thief skills? This way, if hiding was available and the Stealing or Remove Trap attempt failed, you could immediately re-hide. This would allow the player to rely solely on Thief skills, removing the need for Magery to cast Invisibility. This might also create some more engaging gameplay for the Thief play style, requiring you to balance your thief skills and use them appropriately. I know, invisibility potions, but having the skills work together seems preferable, with potions as a fallback.
D
Going out on a limb here, but maybe Tinkering could allow players to place traps, lures, snares, etc. in the game world for PvE gameplay. Hiding could help keep them unseen by animals/monsters via checks against Detect Hidden. Remove Trap could be used to recover traps, both placed by the player and traps spawned randomly in dungeons.
After the amount of time spent working with pets, other play styles need some love!
Maybe they can fit in some changes to Thief stuff during the upcoming High Seas publish, as treasure chests and ship's holds could function similarly.
Just remember @ Kyronix, if you build it, they might not come, but if you don't build it, they can't. 🙂
(That's meant tongue in cheek, not personal. Also, I suppose at the end of the day, it is a business and a lot more money can be made from pets of a thousand stripes, then lures & snares. At least until you come up with a new design that knocks the industries socks off!)