Trapper as a whole has a lot of issues with having agency over where its attacks land. Bomb Bounces, especially grape bomb, are completely unpredictable and the most you can really do is work with what you have only after the traps you lay are in place. The most amount of agency you have over the location of your traps is where your bomb lands initially. After that, a lot of it is up to fate.
The way traps work bring up a pretty big problem with Chilling Snare, Trapper's final node. It attaches the snare to the next trap placed once its cooldown wears off. The snare is additionally completely stationary and does damage over time, making its positioning and timing very important to get meaningful value. Despite this, though, the way it is applied to a trap is essentially completely random, with the only real consistency being that you can just wait out the cooldown to use your bomb arrow to always get the trap to lay on the first bomb landing, but at that point you're losing a lot of damage. Chilling Snare's effect is good and strong, but the way it is applied makes it essentially RNG and completely out of the player's control in the majority of scenarios, removing a lot of its practical use case and it turns into a passive ability that you proc and forget about.
It would be really nice to see Chilling Snare become something the player has to use more proactively rather than it just being something that happens at random. What if Chilling Snare would attach to the first trap that activated when casting Shift + Bomb? What if you threw out the snare onto a trap the player was looking at by casting Shift + Arrow Shield? Pretty much anything to allow the final red node of Trapper to be something the player has to put at least a little more thought into using & also give the player more control over how it's used would be awesome, as it's a cool node that's dumbed down to just being completely forgettable and passive.