Muir
Fighter
Having played with some of the new trap grenades, I can reasonably say you should give the new trap rules a look over...
I have, and while I don't have any rules design issue with them, they don't really hold any appeal for me that isn't covered by alchemy+archery. Traps, and legerdemain specifically, require someone on plot staff at your chapter being into them to really be a fun part of the game. Otherwise they get overlooked really easily.
I think I've encountered, since the 2010 national event, 3 traps that weren't my own and precisely zero tagged locks. They were cool and awesome to see, but not a really strong return on build investment in terms of fun. I don't often use damaging traps of my own either, because it seems a pretty nasty faux pas to be constantly causing holds to check trap diameters. It's a 'your mileage may vary due to local game' issue for sure, but has rather curbed my enthusiasm.