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Excluding killboxes, a beast all its own and a tactic I don't personally use and so cannot really give an informed opinion on, defensive options outside of traps all involve just a touch of luck. It gives me this feeling of a base whose security is made of machinery hodge-podged into just above barely working order. Reinforced with some shiny bits from established worlds and maybe the occasional intact future weapon that you give to the resident BAMF. At least for the early game and part of mid game, this is true. And I find that phase the most interesting. Traps, given as one of a few early game options, hell STARTING options even for tribespeople, don't fit in with the rest of their peers (early defense systems). Moving them farther down the research line would feel weird too. It's a big bladed mousetrap. I know that's just the minimal artist rendition and it could be SOMEWHAT more complicated, but honestly I think that's pretty dead on.
So, I think there needs to be a chance (or larger if one exists now) where they just don't fire on human+ targets.
That's where I sit.
and no, deadfall traps are slow to reset, expensive and if they get destroied they lose a lot of those resourses and triggered traps are often attacked breaking them
they are also risky for your own people and traders
personally i prefer stone traps, for safety reasons, but either way its a big investment and they should pay off
also consecutive raids remember their placement making them less reliable over time