The only issue with traps is the slow animations and ff gen moving along at a snails pace. (it's not honestly that bad though)
It takes forever and a day to get down an acid mortar and even longer for it to spread the potential for destruction over a spawn. Compared to other aoe -res like sleet, tarpatch, enervating field etc.
But the additional control it offers to a set like illusion (webnade, trops, choking of poison trap) and the way seeker drones can eat an alpha when your phantom army is down make it a pretty strong team controller while still retaining the ability to solo extremely well.
On a fast team you might not feel like you are doing much as you are usually there just to be a forcemultiplier, but traps is too slow for that, On a slower, more methodical team it is an unreal combo.
Against big baddies /cold will let your team spike the target harder (sleet, heatloss and benumb), but as the fight goes on /traps is second to none. Very strong combo and very capable with just regular enhancements.