I was considering some sort of a passive check thing. Where behind the DM screen I keep track of the PCs passive search (10+skill) and compare it to the trap. But what I don't like about that is the second a PC gets burned by missing a trap on the passive search then they will switch back to 8,000 checks deal.
This is similar to what I've done in the current incarnation of my house rules. I changed how Trapfinding works and created an Improved Trapfinding that rogues get at level 6:
TrapfindingIn addition to the normal abilities, a character with Trapfinding may make a Disable Device check in place of an Open Locks check.
Improved TrapfindingA character with this ability is considered to be taking 20 on their Search check to find traps within ten feet of them so long as they move at half speed or slower.
Note: I have not actually playtested this in a game, so it's hard to say how it would really play out at the table. The reason I made it so automatic is that any smart player is going to be taking 20 every time they aren't pressed for time, and they will take 20 all the time anytime they encounter anything. Every time the DM "surprises" them, they'll just get more paranoid and take 20 more often, and it slows the game down.
Now, apart from that, traps can be interesting by being hazards on the battle mat and/or by running encounter traps like what they suggested in Dungeonscape. But as for straight-up DMG-style traps, they tend to be HP-sponge speed bumps that are defeated by taking 20 every time ever.