I agree with several things :
In such case I suggest removing locks and traps completely from the game because it's just confusing. Having dungeons that require party to have imp. expertise tank, high cleric or time stop mage is definitely more demanding than having DC75+ chest with 350dmg trap, yet nobody complains.
It's excessive and silly to make such a suggestion. Rogues have their place.
You guys are completely overreacting.
*insert wisdom here*
My kender has been utilized by the shady community to 'rescue' their poor undesirables from the imprisonment of the 'undead' (which is just a tricky way of saying he was convinced to recover a corpse or two from that guard tomb behind the church), and he is nearly all rogue.
Now, more often than not my monk wont take a known 'thief' or such along with her on adventures, especially if she has given said person a chance on a previous one and seen them being greedy or try to snatch every thing up in sight, and yes, sudhri watches for that with everyone she travels with. She has a code of having one person collect things and it all dived out at the end.
My rdd isn't opposed to having a rogue, but even she will try to pull the wool over a rogues eyes on occasion and snag gems and rare items for her 'shiny' bag.
Are rogues a complete must have, regardless of the personality of the character, perhaps on occasion but not really. A person can reach the higher dc locks with the right preparations and build (allocating of skill points and stats) if that's how they want to do it.
I do not agree that traps with no saves that do massive amounts of damage should be added. For one, such traps would require such a ridiculous search/spot that even a spot monkey might not even be able to find them so your rouge would be the first to die going over said traps trying to find them.
There are currently traps in dungeons which cannot be disabled, they may not auto kill you, but they certainly aren't going anywhere. Even with a rogue.
I don't know if those amazing extremely rare +5 ol rings are still in the loot table or not, but those were a god send to people who didn't have rogue levels (whether because they didn't want to multi class or weren't allowed to), this being a god send because a lawful neutral char shouldn't be forced to travel with a possibly chaotic evil character who one could surmise is going to cheat you at the first opportunity simply to enjoy a group adventure and possibly find ok loot.
I haven't seen much of sithicus, but I would imagine that there are some phenomenal locks and traps there where you would be required to have a high level rogue. But such is that area , level 18 +. I hope one day to see more of it, but it may be a while till any of my characters are truly of the appropriate level and build to survive with a good group there.