Firstly, the trap rules are screwy, no doubts about it.
Using optimized traps is basically a damage/debuff tax(you might as well set the air on fire, it deals less damage), so there might be something to dealing with it for a houserule project. But thats for another discussion.
Additionally, if published modules are any indication. Players do not encounter individual level appropriate traps. They are usually at
below the party's level, but accounted for as terrain difficulties.
Secondly, lets just grab the highest DC, CR 10 stock traps from the SRD(just for the sake of discussion, because you should be taking the 'upgrading traps' rule with the same pinch of salt that the dissociated classes rule for monster CR use). Assume said traps are blocking access to a place you'd like to explore.
Mechanical - Search DC 22, Disable DC 25. All traps in this category can be detected and disarmed with taking 10 and no equipment. Skill bonus is 13+Int(usually 2 on a rogue, you want those points). Masterwork tools add another +2, giving a bit more safe margin.
-Crushing Room, avoiding it is possible due to the 2 round onset, triggering it does not remove the trap. Damage averages to 56, but the large number of dice and targets mean you'd probably lose one characters to a high roll if not avoided. Passive buffs do not help significantly, you'd need a spell slot for this.
-Crushing Wall, impossible to avoid, since it's location based, automatic reset, and autohits for average 63 damage. Spamming minions at it will be entertaining but futile as far as getting past it go. Likewise for passive buffs, you'd also need a spell slot for this.
-Poisoned Spiked Pit, easy to avoid(first sucker blows it, then you bridge or fly over). No resources needed once detected.
Magical - Search/Disarm DC 34. Theres a gap of 7 points(assuming maxed ranks, +2 Int, and masterwork tools). Throw in a +5 skill item(which is reasonably cheap for a level 10 PC) and one other PC taking 10 on Aid Another, and you beat it automatically. Use Detect Magic instead to save on one skill if you like.
-Energy Drain. Tankable, if you know where it is, you can pop out a Tower Shield to completely ignore it, or use the more expensive method of anti negative energy buffs(which aren't cheap at level 10)
-Forcecage and Summon Monster VII trap. Vastly annoying if triggered due to the Forcecage, it also automatically resets. You'd have to bypass the area entirely or try to dispel it(the trigger is merely an
alarm).
-Wail of the Banshee Trap. I get the feeling that unless you somehow are going around with 1 copy of a short duration buff on every party member, you'd not like this one.
The area is large enough to catch the entire party in typical dungeon conditions, even if you're using a minion to scout.
So...not so bad. Though of course the best trapfinder would be an Unseen Seer who can get his familiar to provide the necessary Aid Another, and incidentally has enough Int to not require the damned item. The rogue can still pass.