Most of my pl130 traps (Twine/SSD 10 completed) were deleted/removed AFTER a wargame with the "Trapped Out" modifier. A few wall launchers and wall spikes are left - Broadside, Ceiling Electric Field, Ceiling Gas Trap and Wooden Floor Spikes are all gone.
Edit: the traps worked before in other wargames/were not placed during the session or during the waves.
Unless you want to waste your time/mats don't play with that modifier.
Edit2: Just adding my stall build that only needs T3 metal walls/stairs to block the husks - can work with dailies - but I would recommend "Denied/Husk Swarm" and after you placed your base just get away so you don't die to a random anomaly. I also added Wall Spikes to the first row of metal walls.
Loadout for a stall build:
Commander: Power Modulation+
Support: Lofty Architecture; Mega Base; - rest depends on what you have/want - I go with Electrified Floors; Frozen Castle; Tough Traps (Don't do any "Trapped Out" challenge)
Team-Perk: Recycling if you want to get building mats; Supercharged Traps (for the wall spikes) or whatever you want - it doesn't matter.