The problem is these parts "used grenades", "used lot of traps".
When you use grenades - it's grenade build, not your hammer/psi/etc doing the work.
Same for traps.
Really don't see that. When you kill an enemy with 2500HP, and during the fight you use two traps and a few grenades, they didn't do the work. They enabled the work of whatever your primary output was. You still punched/smashed/shot/brainmelted that enemy to death, you just benefitted from traps and grenades while you did it. May as well say any build that uses a Taser is a Taser build since stuns are so strong - and that wouldn't be a great claim.
The only realistic situation where the grenades or traps do the work would be either when you set a field of traps (like, as you mentioned, the Beast fight, which is basically just a tutorial on bear traps and gas grenades), or the rare case where you have Grenadier and the luck to keep an enemy on fire and panicking while you chuck incendiaries like The Worst Santa Claus Ever.
I really don't think the problem is grenades or traps are too strong - it's that the player is too strong. Special abilities are too strong. Psi and stealth are WAY too strong. I'm in the middle of a dominating run right now for the lols - all the crafting skills except Neurology (because no psi and it didn't feel right to take that feat), plus Salesman. No direct weapon feats, just Grenadier and QT. It's a much weaker build than a proper AR build without Grenadier or QT. There's nothing to synergize, all I have is "pew" or "pewpewpewpewpew" and the difference is substantial.