Based on the alternative class features thread, here are your options:
Rogue
- Antiquarian – +Wis to Appraise for divine items, can attempt to identify divine items
- Changeling Rogue – 10+Int skills/level, one Knowledge skill of choice as class skill, gain Social Intuition (several special features with social skills)
- Drow Rogue – Poison Use
- Mimic – Disguise self
Scout
(none)
So only one that you missed, but it’s a really good one. Anyway, rogue/scout seems like a kind of poor multiclass to me; they overlap on a lot of things and their primary differences don’t synergize very well (rogue wants to flank, scout wants to move).
With the build I'm going for the Drow Rogue looks the most viable but really poison use appears to be more trouble than it's worth (especially with the cost of decent poisons...)
Poison Use is almost useless; if you want to specialize in poison, you really want the Master of Poisons feat from Drow of the Underdark, which gives you Poison Use and the ability to poison a weapon as a Swift action.
That said, poisons can be worthwhile, and better you can make decent use of poisons without investing heavily in them. Having Poison Use rather than Master of Poisons is mediocre, but Craft (poisonmaking) can generate substantial savings on poisons (prices as low as ⅙ the base cost). Tossing a few points in Craft (poisonmaking), carefully selecting cost-effective poisons, and having Poison Use can give you a fairly potent low-level option.
For more about making the most of poison, check out Arsenic and Old Lace.
There are a few different options, and the links in the comment contains a lot of good content.
In this case there are a few things you can do. The player who is scouting ahead, you can either ask them for a perception roll, and say that when they're scouting you'll let them know when they need to roll, or you can let the trap happen and get the player because their passive perception isn't high enough.
I would personally ask for the roll, they said they were scouting ahead, and even though they didn't say they were looking for traps, it's part of what they likely meant.
The reason that I'd ask is this allows you to be the one who calls for trap rolls. You want to do that so that they don't end up with trap phobia. If they randomly stumble across this trap and even if it just gets the scout who is up front, they are going to be worried about traps all of the time. Even if they fail the roll and the trap ends up getting the scout, you've now set that you'll call for these rolls.
That does mean, when there are traps in the future, you'll need to call for rolls from whomever is scouting. With a high roll, they'll find a trap, and if they don't, the trap gets sprung.
You then limit who and when they can roll for traps which are often pretty problematic, again see the comment by @Rubiksmoose about curing trap phobia.
Best Answer
Any character can search for traps, but only someone with the Trapfinding ability can find traps with a DC of higher than 20.
Also pertinent is that only characters with the above special ability can disable magic traps with use of the disable device skill.