Be careful with trap finding, even with 100 skill. Find/Disarm Traps has a very short range, and it only activates once per round. If you're walking about too fast thinking that you're safe, you will walk into traps before the skill detects them. I always think that being a D&D thief must feel like being on a bomb squad.
I find it helpful to back up my thief by having one of my divine casters keep a Find Traps spell active, especially in trap-heavy dungeons.
I can see how that could be helpful in seriously trapped dungeons (like Durlags) but would prefer not to have to use a spell slot for this in most situations.
I always go for 100 in both find traps and open locks, once you get that do whatever you want as that'll help you - if you want to micromanage more you could go for a lot lower and use potions in places where you know what to do! (meta-gamer)
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