The Thievery trained skilled Disable Device has the following:
Disable a Device
Two Actions
Manipulate
Source Core Rulebook pg. 253 2.0
Requirements Some devices require you to use thieves’ tools when disabling them.This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.
Your Thievery check result determines how much progress you make.
Critical Success You disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
Success You disable the device, or you achieve one success toward disabling a complex device.
Critical Failure You trigger the device.
I've seen only one trap/hazard have thieves' tools required and that was:
Armageddon Orb
Hazard 23
Rare Magical Trap
Source Core Rulebook pg. 526 2.0
Complexity Simple
Stealth DC 10 or detect magic
Description A roiling red orb, forged from a drop of the god Rovagug’s blood, rains fire from the sky when a specified condition is met.Disable Thievery DC 48 (legendary) to imbue thieves’ tools with aspects representing Asmodeus and Sarenrae and use them to drain away the orb’s power over 10 minutes; the character attempting this check takes 5 fire damage each round until the orb is depleted
Burn It All Reaction (death, divine, evocation, fire); Trigger A special condition set by the trap’s creator occurs; this is typically the event of their death. Effect Fire rains from the sky in a 100-mile radius, dealing 10d6 fire damage to creatures and objects in the area. Each creature or object can attempt a DC 46 basic Reflex save. Any creature reduced to 0 Hit Points by this damage dies instantly. This is not enough damage to completely burn away a forest or level an entire mountain or city, but it typically kills most creatures in the area.
So are thieves' tools really useless except for this one specific trap/hazard, barring homemade traps/hazards? I'm curious since a player brought it up in a game that they didn't need to have them to disarm the trap we ran into.