Suggestion. If nothing better works, perhaps create a script to disable the trap for about 6-7 seconds upon setting it down, after which (if possible) have it switch to being a hostile trap (as in real life, trappers do not set and walk freely but have to arm it, Often remotely, and traps can be set off by accident by the setter). The script would replace the simple place and move with a: Place trigger zone x by x size (trap skill = size maximums [better the setting, better the area]) pause 6-7 seconds (can reduce or lengthen by preference) get item info (used item's trap type) if (item type) = x, set X type trap by entity (faction hostile to all).
And optional extra of :Play sound (clicking noise).
Just a thought. My scripting sucks.