OK, my main has been a Rog Mech since back when Rog Mech I was the only enhancement available for such and you had to buy the Xbow feats if you wanted to use your bonuses. I remember when Rog Mech II came out and I had to scrounge shards and then go see Fred a lot.
Then the Enhancement pass came through and gave me a big bunch of cool sounding stuff ... that was quickly discovered to be rubbish.
Traps will never be convincing and Great xbows will never be competitive because they are too, too slow.
I STILL play my mech because I love the concept.
So.... here's the rub. I'm pretty sure the devs/designers way back when the game began put in Rog Mechs because there were no Artificers and artis are fairly iconic in Eberron.
Later, artis got added. This made mechs kind of superfluous, even though many (including me) continued to play them.
If those original designers had looked at D&D in general then the 'tree' would have been a short bow/thrower/hand xbow build - one of the most iconic rogue archetypes. So ... what with the trap pass looking completely underwhelming and the repeater changes looking over powered, maybe now is the time to question whether or not Rog Mech as a tree should be replaced by 'sniper' or 'commando' or 'hitbeing' or whatever and pushing the whole repeaters thing over to the artis they were meant for whilst making a real ranged rogue tree that fits the traditional concept of a 'ranged rogue'.
I'd miss the Rog Mech a lot ... and having geared to it, I'd be kinda p'ed off; but it WOULD make sense from a met-game pov.