Traps make a dungeon more a challenge, as well as entertaining. Traps harm, hinder, or even leave characters confused (see 'idiot buttons'). As well, puzzles are often intergrated with traps, allowing players to match wits with the dungeon instead of simple cunning or skill.
Let talk a few rules behind traps though... game-mechanics that is. Pathfinder and in its ingenuity, finding traps only take a Perception check. Anyone can make Perception checks, and then anyone can find traps. The only plus that Rogues have is that they add half their Rogue level to finding traps, as well as Search is a class skill. Rogue also have a better chance to disarming traps to, since they get a modifier just like finding them. Plus Trap-finding ability allows Rogues to be able to disarm magical traps, non-Rogues cannot.
Another thing about trap-finding is how GM's deal with it. One DM we had made our Thief roll for each square as we traveled. It slowed the pace of gameplay and aggravated the Thief's player to the point of saying 'Fuck it' and let the douche cleric take the lead.
In both 3.5 and Pathfinder, there is a rule that settles this... called "Taking 10", and it goes to all times of skills. It simply stats: If there is no risk in the environment and the character can take his time, he can treat the check as rolled a 10 and add his modifers. This means if the characters are not in conflict or not rushed, ie: running from death, the player can always be counted as rolling 10 plus any relating modifier. So the Thief in the prior incident could simply state, "I combing the area carefully as we make our way though the halls." The DM should translated it as Taking 10, just to quicken the pace. The thief would've been searching with the result of 17-ish as he walked, and whenever an item is found, the DM could either alert the Thief and allow him to closer inspect the area, or provide a Reflex test... depending on situations.
(Personally... I feel the DM's handling of the game (as well as his campaign) was done wrong. But that's personal opinion.)
With the Taking 10 option, it just helps streamline dungeon encounters. Let alone, Pathfinders approach allows the ability of surviving a dungeon with traps without a Rogue being in the party. A variety of characters can find traps, be it any individual with Perception or anyone with divination spells. All which allows parties not to depend on a Rogue to do such tasks.

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