...and QL of the ingredients. I'd like to believe that the disparity between development of characters causes people with high theft skills to be unmotivated to steal from nubs or people not on par with their level of development but I think it will just make late game content even more late game. Although to achieve said late game content and the equivalent level of protection people will be further encouraged to band into strong organized communist villages.
Traps are a classic part of RPG's. They shoudl funciton as a preventative deterrent to vandals but having vandal trigger trap types cause significant amounts of damage to the player and/or be much mroe difficult for vandal type to avoid triggering.
It shouldn't be step-tile triggered. it should be triggered by criminal acts. And for each act you have ot make a roll to avoid setting off the trap. If you have, lets say twice the traps QL in the appropriate skill you can attempt to disarm it with %50 odds of success. Thus if you want to steal a lot from a certain cupboard it might be better to try to disarm the trap than to make a (less risky) skill check for every single item removed. Where as if oyu just want to remove one or two high value items it makes more sense to wager your skills against remove them and avoiding the trap.
Eventually a thief will take enough damage he'll HAVE to leave. Some traps should have a very difficult avoidance rate and actually engage thieves in combat and force them to be unable to teleport out and have to face other traps like those from climbing walls and exiting doors(tresspass).