This isn't the assassin mod
Flashbang's about on par damage wise with springrazor, which doesn't have a DoT component. They all suffer a major damage malus (at least initially) with the prepared version, because they're not inheriting Trap Mastery's effectiveness increase. Base traps are honestly pretty okay, from what I've noticed so far, save the bladestorm trap. Damage is decent (at least for a while), cooldowns are workable, costs aren't that bad. The debuffs are there and conceptually good, though in practice I've found the bear trap's pin is about the only one that matters for a fair chunk of the game (since the other two primaries just blow things up and leave nothing left to debuff

Also flashbang's blind likes to convince enemies to walk around traps, which can be unfortunate.). They're still about as clumsily effective as they ever were, just without blowing yourself up, heh. Haven't gotten to play around with the special ones yet, though.