Ah more specific examples.
Ghastrian church: The doors are all set with traps, and even after unlocking them, you trigger the trap every time you try to open it, and it stays closed. There is a way around it but it requires a very specific high level spells to do it, and will stop most groups.
Ghastrian Cave: No traps in this dungeon.
Sithicus Barrow: There is many floor traps and door traps there that will do very big fire damage and medium divine damage. One place specifically, you open a door and mobs appear, and there is a divine trap right behind it. The first person would usually take the damage, but now everyone will have to take it. Also, there is 3 or 4 epic fire traps in this dungeon I believe, which means that without a rogue, people will get roasted.
Sithicus Salt Mines: No traps here other than on chests for now. Will need to be tested if traps are added.
Anubis temple: The two first corridors can't be done without a rogue since the divine traps have a DC of over 35. Same for the doors that are trapped with negative type energy. The others traps being of DC 35, other classes can be able to disable them.
Harvest temple: This dungeon at refiring traps in the first corridor already, but they were DC 35, making it possible for other classes to disable it as well. I haven't done it since the change though, but some of the doors are trapped with divine and spike, so it would need to be tested.
Hotep temple: Doors seems to work fine even with the poison traps, and the dispelling trap can we worked around by buffing after them. I don't see any problems here.
Hazlan Curst: No traps other than on chests, which aren't so much of a problem.
Hazlan Fire Caves: No traps.
Perfidus: No traps here neither, except on the chests of loot.
Blaustein: No traps.
I might have forgotten some, but I hope that helps.