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1
1.3 changed the way agent level is determined so pretty much guaranteed you'll eventually be seeing investigators at level 9. The higher level investigators are much more prone to starting fights when you attempt to distract them, so it's difficult (though not impossible) to reduce a high level investigator's resolve to 0 before they start a fight.
Another forum user made the novel suggestion of keeping your muscle minions and henchmen far away from the transition point where the casino joins the base, the idea being to allow the investigator to murder the social minion attempting the distraction without there being any consequences afterwards. If the fight isn't witnessed by a muscle minion or henchmen, once the social minion is dead the investigator will stop combat and another distraction attempt can be made on them. Works surprisingly well, and seems to perform better than a huge, on-rails casino does.
I've won five games (both pre and post 1.3) relying on the casino, and I've yet to use traps seriously, so it can and does work.
If you know how to make a successful trap combo why not use it? I got one room extra casino for my initial one and 2 trap corridors and I can even turn high lvl agents in hard mode.
Having one big casino is not a good thing I think, because your minions never man the tables at the entrance, they cannot go that far easily. And if you put staff room in the middle of casino soldiers will raid it you will have trouble all the time.
One thing I can suggest for your tagging problem is line of sight. If your minions don't see them getting in your trap corridor they wont stop the tagged agents. So you can put a wall in front of your trap corridor entrance to do that (hopefully devs will give us a remove tag zone so we don't need that but at this time LOS trick works).