Inaryn
Virtuoso
While we have more than 5 times per game where lockpicking/trap use is used, I see your point Shades. I think also maybe we are focusing on a symptom but not the core issue. Plot doesn't setup a lot of traps because it takes time/skill/effort. What about finding new types of traps that we could add to the game that are easier to setup? Give more options for plot teams. Other LARPs do traps/locks in various ways, let's steal those good ideas.
SF does representative locks. They still don't come up as often, but they definitely made picking locks more accessible to more people. (Accessibility wasn't the reason we went that way, but if the shoe fits...)