I love traps, and while none of my PCs have legerdemain or create trap yet (it's in the plan, though), I like to use them as often as possible as a plot guy and bring my "trap kit" to every event. I've always said that, while there are many different reasons people don't use traps, there are two major ones: The time requirement for setting a trap and the container volume.
I personally would have zero issue removing both of these limitations, letting people set traps in as short a time as it takes for them to set the trap and without having to lug around big containers. If I can pick a lock in 5 seconds flat, I don't need to spend 55 more seconds with my hands on the lock "unlocking it", so if I can set my trap rep in 5 seconds flat, why do I need to spend 55 more seconds with my hands on the trap "setting it"? Setting traps is one of the only things in our game that places a 100% phys-reppable action and completely negates it in favor of just a counted action. If Person A is experienced with trap gear can set a trap in 5 seconds, but Person B is inexperienced with trap gear and can set the same trap in 120 seconds, all the current rules do is screw over Person A and don't effect Person B at all. It just discourages people with clever devices and prowess at setting them into performing counted actions that supersede fun, which I say is the opposite of what our game should strive to do.
With the exception of big ol' plot traps the PCs are setting ("Here, take this 1'-cube mega-dynamite to go collapse the tunnel! It'll take 5 minutes to set properly, and don't get hit with any flame while you're carrying it 'cause there won't be anything left of you if you do!"), I think these limitations just detract from PCs' enjoyment of using traps. Is there a real reason to keep them other than "that's just the way it's been"? Does anyone really enjoy having to take 60 seconds to set the 3.5" x 3.5" x 3" block they've had to lug around when they could just spend 10 seconds to set the trigger device they can fit in their pouch?