When it comes to traps, Arties are not all that, let alone the additional bag of chips.
A rogue usually has no problem having to run through a trap to get to it's disabling box.
A rogue can usually survive an at-level disarm failure.
Artis? I've had Artis get wiped by the above situations.
The Reason? Arti's don't get evasion. Rogues do, at level 2, and greater evasion later as one of the class feats.
I put Rogues at just a bit better with traps.
Arti's do have other plusses, like the included distraction/Aggro magnet that is the iron defender, that keeps the mob busy whilst I *plink* and *spew* it to death (Runearm and R-Xbow).
Now, as Arti spells only hit level 6, I'm building a Rog/Arti to see if the mutation works. So far it works nicely, although I imagine at some point I'll pick up a Runearm I cannot use because I don't have sufficient Arti levels, but those can be passed to my pure Artis
