Lords of Xulima has a nice simple lockpicking game that has excellent scaling, versatility and scenario representation.
Gotta connect the green cog to the red one. You have number of lockpicks on the right, which have a chance of breaking when you select a tile that doesn't follow the correct path. Also on the right, the game tells you the number of cogs left to find, allowing you to actually puzzle through the possible paths to an extent.
Lock difficulty determines how large the grid is.
Lockpicking skill deducts wrong tiles from the grid when it's generated. With a high skill (comparitive to lock difficulty) the correct path will be pretty much laid out for you. With a low skill and a high lock difficulty, you end up with:
(EDIT: also worth noting the two extra options, bruteforce and auto. The former will eschew thievery skills and let your sytrongest party member just wail on the lock. Costs time, a precious commodity in the game, and can cause injury. And the latter is there for those who just want to skillcheck their way through the process.
The trap disarming is cool also. You're given some spinning cogs that cycle in colour between red, amber and green. Faster the spin, faster the colour cycling. Click green to disarm a cog, red will set the trap off. When you disarm one cog, all other cogs slow down a little bit. So you have a trap with three cogs, one spinning crazy fast, one very fast and one pretty fast. You disarm the slower one first, making the next slowest easier, etc.