My disability was causing disorientation and affecting my cognition more than usual; last Thursday, 21st, hence the deterioration in my written communication abilities during that day... :-/
To be honest to some extent; it seems like we're on a different page to the Developers' (especially regarding solo stealth aspects). The amount of forum communication via SSG regarding Shadowdancer has been lacking. It's not entirely their fault, and they're buried alive under an avalanche.
I get the impression their aim to release U51 prior to December. Thus it's unlikely they'll change things much from U51 Preview 3. Therefore I doubt they'll be offering mechanical "bug bombs" like the Exploding Constructs. Neither will they be reinstating most of the things that were removed.
Personally I haven't commented much about damage output as I'm not a build enthusiast or loot whore. Albeit I play several competent DEX based Assassins in both Heroic and Epic Settings and do understand solo rogue play and stealth. So when a "pass through enemies' effect" is possibly going to be removed of course I'd be very concerned as it would impact solo stealth play.
Obviously adding the ability to float over Bear traps obviously isn't anything to do with stealth. In fact it's a little worrying it was added - I can see exploits there.
I cannot comment much more on the state "You also are not automatically detected by monsters with Tremor Sense" as it hasn't even materialised. Shut the stable door after the horse has bolted. The majority of solo stealth enthusiasts have already gone - or lost all hope - years ago... due to lack of support. The "feature" doesn't really improve anything, etc. It's one of those cases where it would only sound "cool" in a fantasy Assassin movie. Your heart is in the right place, but your overall understanding appears lacking. Mob aggravation mostly functioned fairly well before U34.
Regarding the "auto reveal" of traps, as a substitute for the planned [Trapfinding] within Core1' I would be STRONGLY opposed.
Note: those enhancements only perform a single search on a localised object at a given timeframe and position. Thus you'd be at a slight disadvantage for large area of traps, if you use those enhancements because it would fail to "reveal" most close traps.
In either case you'll likely want to disable the trap and that 'disable animation' must still be performed regardless of how you reveal the trap. If you are greatly annoyed with having to Search for Traps the odds are you don't really enjoy "trapping" itself. Other than for the XP Bonus or the fact you've removed a harmful obstacle.
Search hardly slows down your Rogue character; it's negligible unless you are in a huge minefield. Or are completely clueless about the dungeon and your Spot skills are inadequate to show a "Trap Warning". Since the feat primarily uses Spot, it would render that "automatic search" also completely useless if your Spot ability was lacking. I'll reiterate "automatic search" requires both high: Spot and Search.
Note: if you as a Rogue are worried about the time it'd take to find a Trap Control panel, within a group and they don't wait... then the odds are the group are either; unhelpful or not bothered if you DON'T even attempt to disarm the trap (assuming your Search DC is adequate).
Personally I don't find it frustrating using Search to find traps and can keep up with sensible PUGs when "trapping" on my Assassins. I also communicate and can warn cooperative people about traps in plenty of time.