Trapping in combat is exceptionally difficult, and largely unrewarding. The time to legally arm a trap is 60 seconds minimum, even if it only takes you 12 out of game. This drops to 30 seconds if you have 20 ranks of Create Trap, but that requires 80 build for a Scout, and those build points are precious for a cross class. The fact that during the arming process any weapon blow will cause the trap to trigger and effect you and you alone makes them an unwieldy and unreliable method of fighting. Even 30 seconds is psychotically long to remain in place and totally vulnerable during active combat.
What's more, if your trap is not very, very obvious it's entirely possible that it going off would be completely unrecognized in the midst of several dozen people running around shouting damage calls. Further, every instance of a trap going off requires a hold to be called which badly disrupts the flow of combat. It's possible that people grow irritated with frequent holds as you plied your trapping.
I would strongly recommend against attempting to rely on traps in combat. Setting them up ahead of time is possible, but still carries several of the above difficulties, and still suffers from the fact that even when they work, traps aren't often that impressive. Despite having an area of effect there is no certainty the trap will hit more than one person, making the investment of build, coin, preparation in and out of game and luring an enemy into the trap extremely unattractive from an opportunity cost perspective. Again, I strongly recommend against planning on making extensive use of traps for combat purposes.
In my play experience, Scout ends up playing as a back tier fighter with opportunistic damage via backstabs and the ability to stand up to really dangerous enemies due to a plethora of defensive options, making them great at working as part of a team to bring down a high body foe, mixing up defensive and offensive combat to fill any role needed, and buying time for others to make a getaway... or come to the rescue. Scouts do not have the top end damage of fighters or rogues, do not have a rogue's cheap access to alchemy, and are often unwilling to spend build on limited use attack skills such as Slay, Assassinate or Stun Limb, since being spread too thin can prevent you from being effective at anything. Because of this, Scouts inherently lack the raw offensive punch of either of their parent classes, although when available magic items can fill that gap very effectively. It's worth noting that your race can do a lot to compliment your fighting style and enhance certain tactical options, and that playing to your strengths by being selective about what fights you wade into and what fights you skirt the edges of is at the very heart of playing the class over the course of an entire day.