This is like when i try to talk about the first aid and doctor skill importance. Al builds can get them, and build a doctor char doesnt mean a real sacrifice (So, the doctor isnt a unique char, that deserves a real importance). Same happen with the trappers: they don't have too much traps to work with. A trapper could be a dangerous char if we give him the right materials.
I think is a good idea have specialized traits after lvl 24. Here go some examples:
FOR DOCTOR
Zombiemaker: Requisites: lvl 24, 150 science, 200 doc. (Effect: u can revive dead bodies, as a zombies with half of the original life, and they fight for the doctor side).
Heal Tent: Req: lvl 24, 200 science, 200 First Aid. (Effect: u can creat a tent where all the faction players can heal (but not fight from there) at same time.
FOR TRAPPERS:
More traps: Req. lvl 24, 200 trap skill. (Effect: You can create C4 bomb trap (to put on any entrance), the Hole trap (where the char stuck and cant move and fire for a while, and recive damage slowly), the incendiary objet trap (you can put this trap on an objet and set it to explode when someone grab it from floor)... and more, but now i cant think.
Taming: Requisites lvl 24, 250 outdoorsman. (Effect: YES! Now you can tame molerats, deathclaws and wathever u want!... with time and dedication, offcourse)
As always:
keep the good work devs, we all love you