That's why I believe it would be better if some sort of utility was given to rogues that would enhance their role in the dungeon, such as if they could reliably debuff targets. Or give more bonuses to pure rogues, or more rogue-only feats. Or have more dungeons that aren't full of sneak attack immune things. The current solution isn't a fix to the rogue class, because the new solution is to just crossclass rogue for skill points. Which I know is already a hot topic that has been discussed as problematic.
As an example of what I mean by a debuff system, imagine if poisoning was expanded so that having a coated weapon have a lasting poison effect, either charges per attack or have a duration for the effect. Although poisons could be purchased, poison brewing could work like alchemy and herbalism, where poisons could be brewed and could have specific effects. Like a poison made from silver dust and wolfsbane would significantly impact lycanthropes and reduce their stats. Make something versus undead even, made out of holy water, garlic, silver/pearl powder, or any reagent of purity. It would do nothing to the living, but when an undead creature is struck with it, it would reduce their strength or movement or reduce DR or any number of things. Because that's what studying poisons represents, knowing what compounds will harm different creatures. It differs from alchemy in that the focus for it is debuffing, rather than varnishes which give damage bonuses.
Something like this would give rogues a unique role in a party. Usually casters don't have spell slots for debuff spells, or the randomness of rolls vs saves makes debuffs not the best use of a spell slot.