One of the reasons we have traps that require a super high skill to beat the DC, is to offer a reward to people who do stick with the rogue class, pump a lot of points into their skills, and keep around items that aid them in their pursuit of treasure. There aren't many of these traps in the game, and they tend to be off the beaten path. This is our way of letting those players feel special. They make a sacrifice to attain that level of mastery, so they get the bonus. If we didn't cater to them once in a while, they would feel like it was an absolute waste to dedicate themselves so.
Unfortunately, this isn't really true. I used to play a straight rogue, primarily for our smallish guild to have a competent trap and door specialist when needed. I rerolled him just before Mod4 went live as a Rogue1/Ranger11(now 13). He has maximum ranks in spot, search, disable and open locks, a +6 Int item and +13 items for all skills. He is quite as capable as almost all pure rogues at finding, disabling and unlocking anything in the game. The Cabal trap is a little different, but that is the only one I haven't been able to handle. Add the Wild Instincts spell, and a multi class with 1 level of rogue gets the warm fuzzy feeling you want the pure dedicated rogues to get.