I have a GM lockpicker on OSI's Siege Perilous which I played from server birth until 2002 full time and then occasionally until about 2010. There are a few discrepancies in how RunUO works. As you point out, most traps were spawning not permanent, although I am pretty certain they mostly spawned in the same tile. The green gas traps were poison and if you triggered one, or removed trap on one, it disappeared and respawned later. They were also hidden until you detected them or trod on them. At high detect skill, they would be revealed automatically as you approached which was very cool. Also detect hidden revealed which chests were trapped in a dungeon as far as your detect hidden would work. I have yet to find a RunUO server on which this happens. Although you can reveal PEOPLE in dungeons, detect hidden lighting up [Trapped] in red (or green for poison) over a chest/crate only happens in town! On Siege, you could not unlock a chest and then step back and open it and you couldn't step away and Telekenesis on it like you can on regular servers. You had to have the remove trap skill of the appropriate level for the chest. Although we all hated this when that amendment was brought in for Siege, it actually makes sense when you think about it. I'm not saying that should be brought in here, but the detect hidden should be made to work in dungeons and the floor traps should be hidden until revealed.