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About your warrior and traps, the game has a special design for this. Unlike almost all RPG DoS doesn't requires that the character that leads is put in front for the combats. So use this. Put your warrior first but lead with a character that can detect traps.
About your argument for storing AP it shows you put no point in ♥♥♥♥. Each point in ♥♥♥♥, increase of 1 your AP max.
You can easily compensate for a few hp's lost with gear and a few points here and there. The reward far, far outweighs the cost. Try it. Save your real game and then select the trait. If you don't like it fall back to the original. Easy done.
By lvl 22 my melee toon had 5k hp's even with glass cannon. Mage had 2.5k.
This varies with the difficulty. On Hard, a glass cannon character is effectively at -75% vitality due to the -25% inherent to Hard. That's a huge drop in survivability compared to Normal where characters actually get a small boost by default.
As for their survival... if you aren't pumping ♥♥♥ (which works), the other way to handle the glass cannon character is to simply keep him out of combat during the first turn. This will often involve unlinking him and letting him walk up once a battle has started, allowing you to put him in a sheltered spot (and perhaps buffed with a protection spell or two that he cast before approaching).