Ok, I'll do my best to comment on the lowest-hanging fruit I see.
Detect Traps and Unlock have no definition, making them unplayable - there's no clarity given what actually happens when the Rogue gives the appropriate telepathic order.
Even doing my best to guess what they do, I can't fathom any possible context in which I would play this over an Arcane Trickster Rogue with a perfectly normal familiar.
I would love comments on power, ability order, etc. Insult it all to hell or praise me like a God.
https://www.dndbeyond.com/subclasses/1283091-trainer
Ok, I'll do my best to comment on the lowest-hanging fruit I see.
Investigation and Thieves Tools, but that isn't a big deal, the more important one is the not wanting to play it.
Effectively it lets you
Do you think these are to weak? Or do you not spend any time stealing, finding traps, unlocking locks etc.