Just scanning the earlier posts, it appears that the search mechanism that you would be happy with needs to satisfy the following criteria:
1. One single search action that covers it all (secret doors, traps and treasure)
2. Chests being handled through a separate mechanism
3. Reduced time spent on searching
All of which make perfect sense to me (although I would probably specify a few extra criteria personally)
The mechanism I have proposed covers secret doors, traps and treasure within a single mechanism, chests are handled through a separate mechanism and the time spent on searching during a game session is considerably reduced down to about 25-30% of the original Second Edition (the 1990 remake increases the number of searches even more).
However you've now added a new criteria that all traps, secret doors and treasure are discovered at once.
burglekutt wrote:Your Search mechanism where the hero is placed on the item in the room starting with Traps is fine, but all three items should be discovered as a reward for risking damage at least. He disarms the Trap(or doesn't) sees the SecretDoor & pulls a Treasure card. It should be a reward or a pity gift for dealing with the Trap.
This one I don't understand logically or how it would work in game.
Let's walk it through using the first example that Stig provided earlier in this thread, of a room containing 3 traps.

So under your mechanism...(assuming I understand it properly and I may not)
[*]The Elf would declare that he was searching
[*]He finds the Pit trap, fails to disarm it, falls in, suffers 1BP damage and his turn ends.
[*]Despite his turn having ended, he continues to search by presumably climbing out of the pit and he finds the Falling Block trap, which he fails to disarm, causing the block to fall, loses some more BP and is pushed into an empty square in the next room, through the open door, which is then sealed by the falling block, ending his turn (again).
[*]Despite his turn having ended (twice) already and him being located in a different room which is now sealed off by the fallen block, he continues to search the original room, finding a Spear Trap which he manages to disarm successfully (which may or may not end his turn depending on your ruleset but by now that is probably immaterial), especially impressive as he is now searching in a different room that is sealed of from the room that the trap is located in.
[*]Finally having cleared all the traps one way or another, he draws a Treasure Card as a reward for all that risk and damage, he draws a Trap! card and suffers another BP lost.
[*]Which square would the figure be placed in at the end of this search, the same square that he started in, or the square in the other room, assuming of course that he survived all that damage and wasn't killed by his reward?
Under the mechanism that I am proposing...
[*]The Elf would declare that he was searching
[*]He finds the Pit trap, fails to disarm it, falls in, suffers 1BP damage and his turn ends
The room has not been successfully searched so the same hero on his next turn or another hero on their turn can carry out another search attempt