The dude has invested 25% of his 8 Feats and his 2 traits into that skill. Let him succeed in this thing he is good at. A lot.Do not just have him spot traps, but ambushes with really well disguised enemies, the footsteps of invisible assassins etc.
I also have a ridiculously high perception character, and I WANT to be Sherlock Holmes who spots the extra clues and provides additional information. The guy who can walk into the room and tell you how many people were in it, who was smoking the cigar, and who the pipe.
He now has a 28 Wisdom, so while others make INT checks to determine if they remember things, he makes Wisdom checks at +9 to gain intuition regarding things, or he uses Sense Motive to figure out what the social situation is (Sense Motive isn't a lie detector, rather it gives gut assessment of the social situation, and possible motivation of someone.)
But I could instead have created the character to be the Diplomacy guy, making friends of everyone and making requests, even getting better prices (depending upon the DM). Oh wait, I have another character in a different campaign who is exactly that. Gathering information is quite effective and we don't get partial information or incorrect rumors.
In both cases the PC is "door opener" to opportunities the group might miss. This way I can not only pull my weight within the party, but also provide the party with some unusual benefits.
Some players want to play a character with lots of internal psychodrama, I'd rather have a well adjusted guy who is simply "amazing" at some things.
Excelling in something for a player like myself is a blast. I've only fallen for one magical trap that our Rogue missed, and one "mechanism" that our rogue didn't spot. (I now don't trust his searches.) I always take 10 using perception so that the DM and other players don't have to stop wile I search for my dice, and shake my hand "just enough times" so that the roll will actually be random. Sure, sometimes the DM tries to trick my by asking me if I'm "sure" that I don't want to roll, but only in a few circumstances where most characters would miss something completely anyway have I missed it by one or two due to the range penalty. Often I'm the only one who "could" have spotted it, and this has protected the group.
BUT TO SOLVE YOUR PROBLEM
1) Let his perception pick up clues to provide two or more possible narratives, each with supporting details.
2) Build traps where activating the trap (not disabling it) is the requirement for entry/progress.
3) Create traps that are more than just "traps," let them be important "tricks."
- A trap that enlarges you, where your head now pops up through an exclusionary ceiling. Or the opposite, above the PCs is an illusion only seen when looking down, such that there is a map laid out on the floor, you just have to have your head above 8' to see it. Detect magic on the ceiling simply confuses the players as they see the real ceiling.
- A trap the creates a 5 pit below you (expeditious excavation) that clears the way to the trap door to the secret room.