Nice one. I assume your scout have disarm skill/talent, if not he cannot use awareness to detect trap.
Also trap MUST have disarm number see below why.
Let make some more nasty trap:
Long corridor 30 hex, at end artifact in niche with magical trap when you try move artifact it make corridor full of flame.
2 trap is earlier trap (2 meters before niche) with same effect, triggered by any person who is 1 meter before trap.
Now earlier trap:
Party make perception and succeed (no thief in party).
How you can disable trap ?
GM say you roll Per vs Disarm or any talent spell u use, but earlier per test give you any hints how this trap work or only there is trap here like: you see runes on walls that look nasty and you are on your own ?
BUT how you can avoid trap detection with PER roll against Disarm ? Or should i do not think about this as and make magical ED ?

Trap mechanics:
PER roll vs Detect
Success: dex/per vs disarm to not trigger ? (if ok then this char is aware of trap)
Avoid by disarm test: avoided trap with no trigger (but this not prevent damage if anyone else trigger)
Fail while Detect ok ->magical test versus MD ! You can try avoid as you aware !
Fail(no detect): Trigger -> magical test versus MD ! No avoid you are not aware !
INI test -> possible use DS to "avoid trap"
But DS remove suprise so in theory you can avoid with Steel Thought, but it is to late - this test is made before activation. I ask this in DS thread for clear ;-D
Now in my example there is no way to avoid trap, so testing INI do not make them not hit, but in theory they can start run faster or everyone can run, success just little earlier they can start run ?
Will astral sight show trap ?
No info in GM if magical trap are concealed or not - if yes same number for astral test as detection ?