It made sense with her old trap system (3 traps, ap scaling magic damage) that were really just to hold you still for her Q or reveal you for her R (or slightly zone you occasionally)
5 traps wouldn't be so bad if they worked the same way. Her zoning becomes a bit better, but stepping on them isn't punishing (slight magic damage and immobilization) if you decide to stand on them at the right time.
5 traps with her new headshot (scales with crit) and have an AD scaling (rather large) and let her get double range against the trapped target with a guaranteed headshot proc on top of the bonus damage from the trap is a bit too punishing.
So let's break this down. 5 traps is good, it allows her to zone more effectively - which she needed. The number of traps you can have out also scales with rank, so cait players have a decision to make about what to max first (Q and W are both viable this way). But traps are too punishing when stepped on - the damage + headshot is really strong. Granted, it's easier to avoid stepping on any individual trap (trigger radius reduced when they changed them) so the damage can increase on them a bit compared to old, non-threatening traps. Then we have the range increase - she's a sniper, it makes some sense somewhat, but it currently allows her to do tons of damage from pretty far away, which is really powerful.
What I would like to see as a good middle ground (maybe, not really doing a fully math'd analysis) is keeping the guaranteed headshot (keeps her wanting to auto trapped targets - which allows some counterplay if she gets greedy) but reducing the damage traps do and changing it back to dealing some damage when the trap is triggered (small DoT for the duration?)
Stepping on traps then becomes punishing from the base damage, and Cait still feels good about shooting a sitting target, but the overall damage she is doing is reduced. Adjustments to her headshot scaling might also be needed.