Barbarians make the best scouts for many reason as I've outlined but I'll go over them again:
- Highest Hitpoints and DR. Least likely to die in a difficult ambush.
Other classes may be able to completely avoid ambushes, and, really, HP and DR go only so far: if you get ambushed by a dangerous enough set of monsters, the lack of crowd control or any way to severely reduce incoming damage will result in a dead character rather quickly. In some cases the HP and DR will be enough, but it will rarely be the superior option.
- 2nd highest trap saves in the game next to Rogues.
False. Blatanlty false. Monks, Rangers, Paladins, and some Wizards and Bards have higher Reflex saves. Enough higher that even the Barbarian's Trap Sense feature's bonus won't make up the spread, and that is ignoring the de-emphasis of Dex for Barbs.
- Before gaining raise dead at lvl9+ (or if the party has no cleric/fvs) If the rogue dies in the trap, The trap may not get disabled at all, and the entire party may need to navigate it. If the Barbarian instead dies, he at least found it, and the Rogue can more easily disable it and thus the party can proceed onwards. Yes they'd be down a "heavy hitter" but overall I think it's worth it.
If you have a character with enough Spot, you avoid this entirely. So, if you have a Rogue, Ranger, Monk or Bard the party can likely avoid dying in traps entirely, or at least avoid dying in unknown traps, rather than plunging through the dungeon hoping to not get surprised with death. Being the best scout in a party without a better scout doesn't mean that barbarians make the best scouts.
- Post level 9 with Acess to Raise dead: The Barbarian dies: Gets Rezzed, rages back up and is back in the fight almost instantly. The Rogue dies in the trap? Back up, but suffering a -1 penalty to skills from death, has no GH or other buffs to his skills and may not be able to find the trapbox or disable the trap for a full minute - wasting time on everyone elses buffs and slowing down the quest. Sure it might seem dumb for the Barb to die in the trap, but actually in many cases, it saves time.
Orrrrrr...you could simply have a character in the party who won't die when they find a trap. Ooh! No lost 10% XP penalty, no wasted SP on raising, healing and rebuffing the barbarian.
- Listen as class skill to spot monsters, or enough crossclass Spot if following my guides and using good gear
Useful, but not as much as Spot for spotting monsters, which many other characters will have more of.
- Fastest run speed period via 10% base and sprint boost will let Barbs get out of dangerous situations fast.
Unless you are running around with Sprint Boost IV, barbarians are not the fastest characters. Monks are faster all the time except when you're using an incredibly expensive enhancement line that lasts for only 20 seconds out of every minute, and in an emergency are much faster at getting out of trouble from level 12 on (Abundant Step is faster than running and offers a more useful form of movement when in a bad spot most of the time).
- High strength means a high jump skill, combined with the highest movement speed lets the Barbarian get up to places other classes simply can not do. In many quests this even means getting up to places to kill dangerous monsters, or spot extra enemies or chests in the distance.
Other characters can and will have the same Jump. Other characters can combine jump and speed in this way. Monks still win here.
- Uncanny Dodge means your immune to sneak attacks from lower level Rogue enemies, so if you do fail your spot/listen checks.. Your at least not going to take bonus damage from a sneak attack.
Useful, but by no means a huge factor. AC, access to Blur/Displacement, Shadow Fade and/or stealth can all trump the survivability of this bonus, not to mention, you know, Heavy Fortification that everyone probably has (should have) by level 11.
- Superior will saves then a Rogue while raged means if you run into enemy casters, your much less likely to get hit by a nasty dibilitating spell like hold/dominate/command/etc.
This is true for barb vs. rogue in a general sense, though other characters will have higher Will saves than both, and rogues can avoid the issue by sneaking and simply not getting targeted with the spells.
- Far superior DPS vs a rogue while having enemy agro means you can more likely defend yourself from an ambush.
This is true, but see my comments about HP and DR.
- Barbarians are great tanks and WANT the agro. By scouting your most likely to get it.
This is true, but does nothing to make them better scouts. The argument here would be that scouting makes them better tanks, but that's better than they would be otherwise, not necessarily better than other classes at tanking.
So yes I stand by my statement. Barbarians are the best overall class to serve as scouts.