Wipe recovery on a rogue means you either 1) Run into the Hmal Tunnels and /cm corpsecall and burn an urn or 2) Run into the corner between the golems and Claw Commander and /corpse your buddies and burn an urn.
At the higher tiers every fight involves a lot of movement, which rapes your DPS as a rogue. I've poo-poo'd other people for complaining about their DPS, but that's because DPS isn't literally all their class is good for.
Poisons/Traps: These were great in theory, but in practice they just aren't worth using. On very long fights, I would sometimes free up a buff slot for Greater Haemophelia so I could think I was doing my part with DoT weakening and get some "free damage" topping out at about the equivilant of a single auto-attack hit's worth. There are a few raid fights where traps can be set in advance (like before the mob activates) but mostly it's just a "got nothin better to do, might as well get that free extra 1300 or so damage and so some DoT WEAKENING! yeah!" On a lot of heavy movement fights, I'd also toss on a poison, and run in circles clicking my Splurt cape and Boil Blood cape and summon a green con skeleton pet and pretend I'm a necromancer because my purpose in life is non-existant.
-Actual Suggestion/Request: Poison making as a tradeskill would be nice to have finished, or at least to have the next tier of poisons. Something that's remotely relevant at 65 would be <3. Traps...I would like to see scale with focus effects, tomes, etc. (Currently on the DoT trap scales, as the DoT is attributed to the rogue and not the trap).
Survivability: Not so much a huge issue. In the raid-game, I think rogue survivability is about right. Escape could use some love in the form of a reduced cool-down, being sneak/hide instead of just invis, or clearing aggro in such a way as to not accidentilly waste your button push on the next tic (like stopping damage/clearing DoTs, etc)...or any combination of the three. As long as the rogue has a group with a tank of some kind who is surviving the mobs, he does very well. If you plan to duo or solo with a rogue, have fun it sucks.
Suggestion/Request - I really don't think there's much to be done here, but it would be neat if a successful Evade prevented you from taking melee damage for a round or something (with a higher failure rate than just dropping aggro) to give the rogue some kind of help in the solo area (so he can solo on at least some LBs without having to have tier 8+ gear etc).
Stances: (not taking into account the stamina recovery tome stance) Yeah most of them are awful. Rogues stay in /s 2 unless they are in /s 6 90% of the time. Nimble stance is useful in rare instances like when you want to go holler at the dinosaurs in emberflow or you're playing the 1% wipe game (I don't nimble then until I'm the last one, yeah I'm that jerk that will evade a mob onto a cleric b/c the cleric won't save me either way). I occassionally used the no hit from behind thing stance in FSK as a 65 rogue farming monkshood by sit-aggroing the entire zone and dropping a Blast Trap and bribing new players to loot the monkshood for me by letting them keep everything else. Spell dodge stance is useful early in the raid game before you have accumulated some resist gear. Double damage stance....ok I'll admit I used this a lot to farm impressive hits or for final burn phases that I knew weren't going to out-last my stamina, but only if I had clickies like Sraen banner to blow during the stance b/c /s 6 is way better DPS.
Suggestion/Request - obv everyone loves the warrior stamina thing, and rogues would benefit from his big time....seeing's how currently a rogue literally goes:
/s 2
/attack on
/mash the backstab button as fast as humanly possible (Rogues who use backstab macros should diaf)
/evade now and again
/click your yaulp hat b/c if you don't have one you suck
/troll ooc, make jokes in vent in robot-language, create ASCII art macros, bitch out the monks or bards for flipping the mob, do whatever you want as long as it doesn't break the massive amount of concentration needed to mash backstab over and over.
Also because I literally forgot it existed for a minute:
Sensing and Disarming Traps - I hear it's nice. My sense traps is like 27 and I don't care and never will.
Some of these suggestions are absolutely awful and I know it.