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Depending on how many of those you have and how many boxes you have, you can queue up a lot of traps and doors that get finished only very slowly because your workers are injured or out in the overworld kicking do-gooder buttocks.
The best way to speed up trap stuff is to pick up the crates from the workshop and dump them onto the tinker machines yourself, then the trap will start to build immediately, and a snot can come pick it up and take it to its location.
If you haven't researched teleporting snots (only works when not carrying) making sure your tinkers cave is near to the location you want to trap and doesnt have all kinds of twisting winding corridors will make it MUCH faster.
Magic toolboxes take mana to create. Evilness is useful for research; I wouldn't want something to continuously drain it away.
Traps and doors make defending your dungeon so much easier. You just have to be smart about digging your corridors and not leave a straight path from the entrance to your dungeon heart. I tend to gravitate towards the automatic ones, but the manual traps do a whole lot of damage.
You can store a bunch of gold in the dungeon heart room. It's quite literally impossible to get in a situation where you have no gold but require gold to get gold.
BUT what they do manage to do is kill all the squishy types your monsters tend to ignore in the dungeon where you can't order them to focus fire personally until the tanks are dead.
That alone is worth the about 2 minutes it takes to drag two rooms, place 2 or 3 machines and place the traps.
You'll also get more advanced traps and more damage for your traps via research later - I'm pretty sure this means they'll at least stay able to kill all those mages, scouts and gunners.
If all that's left is tanks, an orc, a naga and one damage dealer should be enough to take them out, leaving the rest of your dungeon denizens free to commence the murdering and mayhemming on the surface. :P
Getting creatures there isn't a problem - you can just drop some in front, wait for the tanks to charge and then drop more behind.
I was just frustrated at the whole "huge furball" thing because this game has a much bigger emphasis on strengths and weaknesses than DK did - in DK some creatures were harder to beat, but in a direct fight of dungeon vs dungeon or vs heroes, even the tankier dragons / knights rarely survived long.
In this game however the squishier opponents can sometimes die in 3 hits and kill your own dps creatures just as quick, so seeing your whole dungeon ball up around a dwarf for like 20 seconds while they get pelted with lightning is a bit frustrating, lol.