I got 5 ideas.
Electrokinetic Imprint. Detection difficulty scales off of higher of effective Psychokinesis or Traps skill. (from just Psychokinesis).
Trapper's Belt. Traps skill increased by 15%. Carried traps weigh 30% less. (Trappers worry a lot more about weight than the utility slot I think., especially for mines and blob traps which are 2 weight a piece. The weight bonus does nothing for characters that constantly take off the belt without heavily using their traps, unlike Lifting belt for instance.)
Maybe the Trap Expert feat's Specialization: Speed could be a bit softer at 5% per(5 point maximum) to 85%(from 60 base) reduced speed rather than 10 points for 90% maximum? This one is definitely pretty debatable; not sure if trap-set speed is too broken with stealthing near enemies, but 5 spec points is still decently investive imho.
Allow Deadly Snares to work with Cryo-liquid blob traps? (Unless the ice on the body is proposedly blocking the weakpoints of the target? idk, I think this is a good idea.)
Sure Step - Also walk freely over and on traps you can already see yourself. Could make some feat-owning enemies more annoying for Traps builds that don't invest that much into their Trap detection difficulty and skill, which isn't a terrible idea imo. Also allows trap-heavy player builds to not go insane walking into their traps from a missclick to disarm. Specialization could be changed to (0-10 points) 6% chance per point for rooting or slowing effects to not remove or reduce your movement. (Traps are already not too difficutly for high detection players to play around already, so I don't think that part is too broken.)