Well, I tried to respond in a very organized matter and all, but monster lag ate my message, so I'll try to simplify my work around traps.
I was testing they in my lvl 9 halfling rogue mechanic and so far I like the majority I saw about them.
The first two days I tried to take parts from Gwylan's Stand in Phiarlan but the quest was bugged (or I was very unlucky the first six runs I made) and I couldn't take any part at all. Yesterday I tried and take a lot of parts from that quest.
I discovered that if you're in sneak mode, the number of parts grow. I assume is WAI and I like it a lot. With two more runs I was able to make some grenades (force, ice and fire ones) and noise makers.
Was a pain in the neck the need of favor with Free Agents. Despite the lvl of my mechanic, I needed 20 more points in Free Agents' favor to being able to speak with the vendor, take the guides and all.
This is one of the things you must need to reconsider... Asking a rogue favor in a faction to be able to use one of his/her abilities is like asking a wizard favor with Phiarlan to cast lvl 3 and up spells.
If you want to maintain traps linked to Free Agents, make an unique npc for that matter and include his name in the feat description, like: Marcus, the trap monkey in Harbor could teach you more about traps. Or something like that... If I had no read the message board first, for the feat description I had never make a trap, not without spamming help in advice channel, of course.
And about the guides, they are beautifully roleplayed but thinking in newbie terms, they are verbose and imprecise. Let them like they are now but add a list of possible recipes in the bottom to simplify things.
Also the work station is perfectly located in its spot, beautifully added to the Harbor but also I found it by pure accident. A npc near it, maybe a rogue trying to make a trap, could make it easier to locate.
And speaking about the traps themselves... The noise maker has a very very small range of action. I don't mean I want to place it in the beginning of the quest and lurk mobs there from the bottom of the quest but how good could be a decoy to lurk monsters into a trap if you need to place it a meter or two near them?
Also de grenades has a very small range too... They are bugged, like every range weapon in Lamannia, and you need to be almost stepping into the mobs' hair to fire them. Also they only damage the mob you're targeting and so, so... If you give them more range, like fire ball range, even making so little damage, they could be use a lot.
I wasn't able to make damage mines or magical traps by now, but maybe in the next days I was able to test them and speak about them.
Well, that's almost all. If I think in anything more or I'm able to test the other mines, I'll say some other suggestions.