Like everything in D&D/Pathfinder, the game is not played solo, so you have to take the rest of the party into account with any build you play. There are SOME builds that work fine without taking this into consideration, and it has been my personal experience that the Roleplayed personality of those characters tends to reflect that and make them less fun to play with. The Rogue uses the Wizard's intelligence to find out what they're probably going to be up again, relies on the Fighter to give him bonuses to hit and distract the difficult enemies, and otherwise tries to have a tool for every occasion.
The first thing I do making a Rogue is buy anything from the most basic items that seems like it might have a use somewhere down the line. Later in the game, I resort to a Traveler's Any-Tool. Truly, a Rogue's best friend. After that, the Rogue should have one or two (I prefer two) weapons he focuses on, or a double weapon if that's your bag. Beyond those, however, he better have access to some weapons of interesting materials, at least until he's high enough level that at least one of his weapons is a +4.
To all the players I've seen dumping Int on a Rogue: Why? Your own knowledge of a situation shouldn't affect how you go about something in game. If your Rogue doesn't know the answer, he's out of luck. So make him smart enough that he will! I suggest at least a 12-14 here, if you spread your skills out intelligently. Plus, it qualifies you for Combat Expertise, which is considered a feat tax by some, but I've found situations where the party is in a bad spot and the Rogue is enjoying his ability to turtle just a little bit more and avoid those nasty hits. Plus, just look through the lists... there are some fun and promising feats that Combat Expertise is required for.
It is true that some classes can fill a Rogue's role just as well as a Rogue if not perhaps better, but you know what? The Rogue is all about bragging rights! He got the job done, and while he may not have done it with the same flair, the same panache... he wouldn't be screwed in a AMF or zone of Silence, either (At least no more than the purely martial characters in the party).
I know a lot of what I said comes down to money, a finite resource, but, guess what? You're the Rogue! Steal, bribe, cheat, bluff, finagle, and otherwise snatch that money right out of the enemies hands (Or the local townsfolk, or even other party members...). Be a Rogue, do what Rogues do best... improvise!