It cross with a discussion from a another topic.
I suggest
Escape Artist feat will be much more useful for any builds if it does't have a cooldown. And if give this feat for some nimble enemies, it will be much more difficult to abuse them block the tight spots, but they will lose a half AP to escape.
Alternatively, I would generally make Escape a basic skill that initially available for enyone for 25 AP with some chance to fail(more Dodge - less chance to fail). Escape Artist feat in this case simply allows you to guaranteed escape without AP cost
The difficult of escape can depend not only on dodge, but also on the trapper skill, so anyone can be easily freed from the trap for the cost 25 AP, if the trapper skill is low.
In addition, specialisation points in Escape Artist may reduce AP cost for basic escape, 1 point -5 AP. Max 3 points and -15 AP to escape.
As a result, humans and critters don't just stand calmly bleeding for 2 turns, or drown in acid, but try to free themselves. 25AP for try, two try per turn. Nimble characters with decent dodge skill deal with this easier, even without feat, and with feat it is much better, but free and guaranted escape with feat have a cooldown.