So basically you have to change the rules to force the rogue to be useful. That is not evidence in your favor or the rogue's.
With that aside even in core you don't need a rogue. Summon an animal to set the trap off, or just use dispel magic unless the GM is trying to force you to have a rogue in the party. Traps are normally set up in their location so you just make sure you are not in the room when it goes off.
How is playing with the core book / rules changing the rules or as someone else said earlier playing a different game? All the other books are optional extras, just because they have been published doesn't mean that they 'must' be used.
As far as the summon animal suggestion - well that is great as long as you have enough of them to cover the entire adventure, because in most dungeons you shouldn't get chance to rest and recover. Also doesn't help if traps are not one time only. For example when there is an area of a 'revolving floor' trap that revolves with anyone stepping on it, dropping them into a pit and is too far to jump. Now sending your summoned critter across sets off the trap and drops to it's doom, then seconds later the lead pc walks across the trap because it is safe now right and, oh crap I am falling into a deep spike filled pit.... A rogue on the other hand could have used disable device to jam the mechanism and everyone could then walk safely across. It sounds like your gm's have no idea how to construct traps.
Anyone can take disable device and take the vagabond child trait to get a +1 trait bonus making it a class skill. Between that and spells you should be good to go.