Ah, wasn't aware you meant in the first few levels, where some of those situations don't apply.
Materials does have the highest terminal coverage for trap searches, though--you can usually reveal all of them that way (the searches go through walls and a single terminal covers nearly a quarter of the map at those depths).
In my opinion the most reasonable step would be complete removal, because any type of trap is already fairly rare from -10 to -8, and there is only a relatively small chance of each one being a stasis trap. According to the current data there's a 39-63% chance of having just 1 stasis trap array on a floor in the early game, and the chance for more than that decreases exponentially. And of course you generally don't cover even half of the area of a map, so the chances of encountering one should be quite low. You're just... lucky
Given your clarification on where you were, I agree there's no need to have stasis traps in the early game, where they're exceptionally dangerous and you have fewer tools to deal with them. I've removed them from Materials. I'll look at the numbers for their other instances, but I don't think I'd want to reduce their strength without also nerfing or removing their secret benefit, which I don't want to do because I prefer game elements to have multiple strategic considerations. (Stasis traps are deadlier, yes, but also have an outright benefit to a degree way beyond any other trap, even without reprogramming them... it's harder to take advantage of in the early game, anyway, though.[/cryptic_comments])