An anti-camp weapon seems to be in order anyhow.
Fire was already mentioned in the post where this came up, so if you want to make a suggestion, fire is (hopefully) already being considered.
Either way, area control weapons;
Tear gas grenades (and shootable variant for GL and grenade pistol); Could function as AP draining over time, if you don't leave the area before you run out of AP (10-20 seconds), you will fall unconscious until the cloud clears, could have a long "explosion timer" or be very slow to animate to prevent abuse also would not stack in effect with multiple grenades (more grenades cover more area instead).
Stun grenade; thrown only; everyone in the effect radius has a chance to become disoriented, winded, blinded and/or lose 30 ap. Say a 50%-75% chance for each effect, so it isn't guaranteed to have specific effects every time.
Sonic trap; When set off (1 hex trap, 10 hexes effected) all in or any who enter area of effect have a chance to become suppressed/disoriented and take light damage with each sound wave (lasts 10-20 seconds, 1 wave per second), desneaks sneakers (as damage does) and disrupts deployment, effects could stack if multiple sonic traps are stepped on in the same area.
And my last one, which goes with the fire effects;
Grease-fire trap; Ignites an area in flames for an extended period of time, anyone attempting to walk/run through the area has a chance to become suppressed and/or fall down. De-sneaks sneakers and disrupts deployment with each tick of fire damage.
Any other ideas or criticisms welcome.