Rogues who are common thieves like that should be quickly found out and locked up themselves, there's a difference between a D&D rogue and a common thief, or at least there should be. That said, a few areas with lots of traps and locks could be interesting for rogues to play with, but with little treasure so the high level ones don't clean it out as soon as the server resets leaving nothing for the low levels to get., maybe a little xp based on skill level but that's kind of pointless since it's a pass/fail skill check where you either win or lose
Traps and locks are fun, but soon enough they become no challenge at all once a rogue has enough points in the skills. That's the problem with the pass/fail skills like that, you can either make the roll 100% of the time or not at all, now if there was a die roll involved and consequences like guards being summoned and the main doors leading out being magically sealed if you blew it badly enough then it might be more interesting, but nobod would bother with it then because it'd be 'too random' ie: they wouldn't win all the time.
As a class, the rogues are sadly underused in almost every party. I see it in events on most servers all the time, most of my characters have a little rogue in them and if I volunteer to scout ahead of the party and look for traps and easy passages, I'm usually drowned out by the armoured tramp of a fighter running through the traps to set them off and 'save time' or a spellcaster turning invisible and heading off to do the same thing b herding a summons through the traps and casting knock and find traps spells all over the place, the range on those is far too great, it should apply to one lock or trap only, not ones tha taren't even in the same room. The only thing hide and move silently is really used for is for a shadowdancer to get extra sneak attacks in combat and that's not what it was meant for.