I agree that the design of Galvino's Workshop felt more like from a dungeon crawler, where you're expected to kill monsters left and right and don't bat an eyelash when it doesn't make sense, than in a story-driven game like Pillars. At least once you've found that the location is brimming with mechanical enemies the presence of traps makes sense, since it's a mechanical workshop. What really trips me up is how come there are a lot of monsters in Cliaban Rilag and they've never walked into the traps in those narrow corridors in all the time they've been there, but somehow my team does.