All caster teams are not the slightest bit concerned about traps, and if they are they are doing it wrong.
Minor exaggeration here.
Casters can detect, ignore or bypass individual traps.
Each such trap takes a piece off their resources, and is another preparation that is less useful for combat.
Detecting such traps
also takes pieces off their resources.
Casters also do not generally come with trapfinding in combination with the skill points and class skill suite to make these attempts low cost.
So, for finding traps you can use domain granted trapfinding, multiclassing(which makes you a caster/rogue already), Summons, or Find Traps. The first two require strategic resources at character creation, while the last must be casted multiple times a day during a major dungeon crawl or persisted(which is a bit silly, you have way better things to persist), and uses a cross class skill. Find Traps, fortunately, is low level enough that if you can get Search as class, you can just get a command word item of it at higher levels. Summoning is more of a brute's approach, and certain traps you do not want to activate(such as alarms) in the process of locating.
Then you need to bypass or disable the trap, which requires more effort and spell slots. So like the Fighter, if you have one around, just use the rogue. It takes less effort to repair him afterwards, than it does to find all the traps.