1 is the only legitimate response, IMO. This tiny aspect of the game isn't killed by a trap-breaking character. The player made a design choice - frankly one that doesn't impact a whole lot in the average game - and the GM, in response, punished the rest of the party while also invalidating the player design choice. You leave the standard trap difficulties right where they are because it is right, it still poses a risk for the other players in a reasonable array of situations, you get to give easy wins to the player while also taking advantage of the fact they are going to be less effective in other situations, and then you *still* get to have cool high-difficulty traps in situations where it makes narrative sense...like the Tomb of the Pharaoh, the Thief King's Lair, and Archimedes' Garden.
Unless you intentionally designed a trap-heavy campaign, and discussed this with the player before they made their design choices. That's a dart of a different toxin.
- M