I agree that the short duration makes it a lot of busywork keeping them up and a hassle, and that Teemo should have his 10 minute duration back. I do however think that Teeto just shrooming up half the map is a problem in itself, and needs to be kept in check from being hideously oppressive. I've got an idea for a compromise though.
My idea for this is something like:
Shroom duration 10 minutes across the board, max shroom traps set to 8-12-16 (this may be off, I'm no teemo main) (but 8 shrooms is what you get from placing shrooms on cool down after 4 minutes, with no cdr), charges still accumulate when max shrooms are out, casting shroom when you have max shrooms throws it like normal, but it automatically explodes directly after the arm time. Add an active onto E to detonate traps teemo is close to so he can clear the traps he doesn't want anymore without using the "newest overwrites oldest" trap mechanic that'd knock out your oldest trap if you just wanted to use R in combat while having max traps.
(can't choose to detonate traps enemies have vision of/sweepered/etc, for obvious reasons)
I think this adds a lot to Teemo. Gives Teemo back his 10 minutes shroom to make teemo players happy. Solves the "the traps are literally everywhere at once" issue that's the reason Riot shortened the trap duration to make people playing against teemo happy. There's some cute tricks you can do with the E active cause the explosion radius > the collision radius to add skill expression.
(and yes, these changes as listed would be a net buff to teemo in most cases, but numbers can always be tweaked if necessary)