This thread is for discussing how to enhance the Set Trap and Disable Device skills as well as how traps might be better implemented on PotM in general.
(The thread for discussing the recent "Refiring Traps" change specifically is here:
http://www.nwnravenloft.com/forum/index.php?topic=47202.0)
A few changes I would be interested in seeing:
Allowing players with disable traps to change a traps faction to the disabler's. The idea would be to turn a dungeons traps against the enemies inside it and provide a different tactic for attempting it. Sure, you can set your own traps but doing that strips invisibility/stealth/GS. The DC would be somewhere between what it takes to disable a trap and recover it. Outside of dungeoneering, I could see this as a useful ability for a stealthy type character who wishes to not alert their trap laying foes to their presence or a creative turn on trap PvP should they detect it.
Randomization of traps has been mentioned else where but I'll bring up it again. A degree of a uncertainty as to where traps are located might make a group slow down or using the above suggestion, be able to try a different angle of attack should the traps be in a useful location. While there is frequently an "urge to press" when dungeoning, this might allow each attempt to feel slightly different and less of a chore. (As a note, I have noticed this happen in the Temples of Sobek andAnubis, where traps will not always spawn on the same doors. This may have to do with the strength of the spawn although I'm uncertain.)
Consider allowing traps to be set without breaking stealth/invisibility with a HIPS like cool-down timer at a Hide and Move Silently penalty, perhaps 20 - 30 points. On par with if not greater than most locks. Outside of setting a trap directly underneath a targets feet I've found it difficult to get sufficiently ahead of a mark to spend the time setting a trap and get out of line of sight to disappear again.
Adding a "Trapmaster" feat that grants a +2 skill bonus to Set Trap and Disable Device. 5 base ranks in each skill as requirement for the feat. This is on par with the Stealthy, Keen Eyes and Alertness feats. This might allow non-rogues that have specialized in the skill a better chance at recovering traps so they might proceed through a dungeon.
Feel free to suggest your own ideas and critique the ones above.