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Any PC can detect traps on a chest with a certain probability. Rogues should be the most proficient at disarming them, but always have a failure chance. The TRZP (Trap Zap) spell of the Conjurer class is 100% reliable for removing traps from chests and also out to 3 squares in the facing direction on the dungeon map. (There is currently a bug in the remaster which prevents the zap from wrapping around the map as in the originals though.)
Lighting spells that can detect secret doors will simply show the doors in the 3D view, and they will be marked as secret doors on the map. (The door shows as an "empty" square instead of a filled one.)
There are really only a couple ways to deal with map traps, and they are all spell related. The Rogue is incapable of detecting or disarming traps while traveling. The only way I know of to make traps appear on the map is by actually walking over the square with the trap. As you said, Levitation and Major Levitation will help most of the time here. This will cause the trap to appear on the map, whether its triggered or not.
The Sorcerer spell Locate Traps will give a notification in the text window if there are any trap(s) within 30' and in the direction you are currently facing. It does not make them show up on the map, nor does it tell you how far away the trap(s) are or how many. Trap Zap will disarm any traps within 30' in the direction the party is currently facing.
When you have a light spell active that can detect secret doors, the game simply displays them as normal doors in the 3d view.
Thanks for the fast responses. Sorceror will have to wait until my casters get to 13, so levitate it is.