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Some "bard traps" would be cool too. Maybe one that buffs allies that walk over it, and debuffs enemies (and sticks around for a few uses).
It's also important to note that elemental traps aren't really needed because the Huntsman has access to elemental arrowheads. Explosive trap is nice because it only requires 1ap and you can toss it out when you have a movement to spare - but you don't need other elements to choose from.
If you really want to make a Trapper class then think more thematically and in terms of creating a playstyle players don't already have access to.Here's how I would do it:
Master Bomb (1ap)- Set a large explosive that automatically detonates after three turns for massive damage in a medium area. (This is a core skill).
Tether Trap (1ap) - set a trap that arms after one turn. Any enemy that triggers this trap will be afflicted with a status which will return them to this location at the end of their following turn. (if this can't be done, then instead it inflicts them with entanglement at the start of their following turn).
Do You Really Want To Escape? Trap (2ap) - set a trap that arms after one turn. When triggered, all enemies within the aoe will take physcial damage then be inflicted with Sever Tendons (from scoundrel branch)
That Wan't An Option Trap (2ap) - set a trap that arms after one turn. When triggered, summon a blocking object in front of the unil (anything wall like).
I Have Friends Trap (1ap) - set a trap that arms after one turn. When triggered, summon two Totems on that location.
Trip Wire Trap (2ap) - set a trap that arms after one turn. When triggered, inflict Slowed if the target has armor, Crippled if they do not.
No Smoking Trap (1ap) - set a trap that arms after one turn. When triggered, summon a large poison cloud in the area.
Go Ahead and Try Trap (3ap) - set a trap that arms after one turn. When triggered, summon a large area of Icey surface around the area.
I Was Going That Way trap (2ap) - set a trap that arms after one turn. When triggered, swap positions with the caster.
Regret Trap (1ap) - set a trap that arms after one turn. When triggered, apply Cursed in a small area.
You Can Run But You Can't Fight (1ap) - set a trap that arms after one turn. When triggered, apply Infected in a medium area.
This would create a sort of MasterMind class which is doing all it can to keep people where they want in order to set off the bomb. Since AI probably won't recognize the threat, it may be neccessary to have the bomb hurt allies to ensure the kiting playstyle.
I think having traps that duplicate and emulate spells would be a good way to diferentiate traps from grenades. And then if there are any talents and skills that facilitate and aid the use of grenades then you can capitalise on the variety of effects that are possible through grenades.