It was the trap in Flight to the Surface quest from Against the Ogre Horde that I had in mind, but I agree with your comments.
Around the Tool Kit I also agree, aside from Pit and Falling Block traps (that have a tile and it is placed on the board at the point of being found by a search), all other traps are rendered safe at the point of finding them (and even Pit and Falling Block traps may, possibly, be rendered safe if they're triggered by opening a door or chest, possibly) so there is no need for any use of the Tool Kit card, and in the case of the Pit and Falling Block traps where they are triggered by movement onto a specified square and you can use the Tool Kit, the wording seems like it doesn't fit.
Tool kit wrote:The tool kit enables you to remove any trap that you find. Roll one combat die. On a roll of a skull the trap goes off and you lose one Body point. Once you have rolled the die the trap is removed.
If you interpret the function of the card as removing "features" (the associated marker that has already been placed) rather than the actual trap then it doesn't make sense because the trap has already gone off so why would you lose BP (linked to this is the question around why 1BP rather than what the trap type says but bear in mind here that in a hypothesised early version of the game it is possible that all traps caused 1BP loss so it might have been consistent with that at some point in time but never got revised) but if you interpret the function of the card as removing a trap that has not yet been sprung then it would make sense that a failed roll would trigger the trap and the effects would happen, placing the associated marker (despite it already having been placed) and suffering the consequences but as you are on an adjacent square then you wouldn't suffer damage, so the end result would be no damage to the disarmer but "feature" is placed, but the end result on the card is completely the opposite!
I think we both agree with the need to house rule here, and in both cases our house rules involve the concept of a found but not yet triggered (or disarmed) trap the difference is the extent that we go with our tweaking...
Summary of my search/disarm changes
#7 Search for Traps and Secret DoorsNote: The existing “Search for Traps and Secret Doors” action is scrapped.
Handling Secret DoorsIf, during movement, a hero steps onto a square next to a secret door marker, then...
If there is a monster in the same room or passage as the hero or next to the hero, then ignore the secret door and allow them to continue their movement.
If there are no monsters in the same room or passageway or next to the hero then stop the hero, their turn ends, and the secret door is revealed. Place an open door piece in the appropriate position and reveal the contents of the area beyond the secret door.
Handling TrapsIf, during movement, a hero steps onto a square marked by a trap icon, then...
If there is a monster in the same room or passage as the hero or next to the hero, then the trap is triggered, and the hero suffers the consequences (detailed as per trap type). This ends the hero's turn.
If there are no monsters in the same room or passageway or next to the hero, then stop the hero and tell them that they have found a trap, and they must try to disarm it (see Detect & Disarm below). This will result in either the hero successfully disarming the trap or triggering the trap and suffering the consequences (detailed as per trap type). Either way this ends the hero's turn.
Note: The same rules apply if a hero tries to open a door that is shown as being trapped.
Note: Detect & Disarm uses the common action dice mechanism as follows:
Roll three combat dice shown and succeed if you roll at least one [Toolkit gives an extra die; Dwarf gets two extra dice]
#8 Search ActionA hero may choose to conduct a “search” action in a room (not in a passage) that has no monsters in it and the hero has no monsters next to them.
The EWP will place the hero figure on the nearest trap, if one exists, and the hero player must carry out a detect and disarm roll.
If no traps exist, the EWP will place the hero figure on the square next to the nearest secret door and follow the rules above.
If no traps or secret doors exist, then the hero figure is not moved, and the hero player may draw a treasure card as usual (unless the EWP declares a special treasure from the Quest Notes).
At this point, the room is marked off (any face down marker will do) as searched and cannot be searched again.
#9 Handling ChestsChests are handled in the same way as Doors. A hero on a square next to a chest may open the chest and loot the contents as part of their turn, this does not count as an action. As with doors the EWP will declare if they are trapped, and the hero must make a disarm roll.