I love that there are consequences to failure in this game. I don’t like when they cripple our abilities for future challenges.
The trap disarming kit is great, and it is almost balanced. Succeed? You don’t explode. Fail? You explode, and you can’t disarm any more traps.
Why not make it so that if we fail to disarm a trap, the thing goes off, and we can’t try again (the mechanism is jammed open), but we don’t lose the disarm kit?
There’s an argument to say “carry more kits”, but that feels like a get-out - this isn’t Skyrim, where you’re punished for messing up a manual check, this is a dice-rolling game. Let the dice mess us up, then we’ll go on to the next challenge (trap kit in-hand).