It also seems to me that some of the reason for the lack of consensus is that there are essentially two issues at play: First, should the bottom pixel on this trap be deadly? If yes, then should this be done by changing the trigger area or the graphic? I suggest we should get a consensus on the first issue, then if we decide it should be deadly, only then should we move onto the second.
The bars seem to be creating some disagreement as to whether or not they should be deadly, which is why I will admit I don't think namida's proposed graphic change really solves the problem - to me, if I'm understanding it correctly, it looks like it shrinks the object around the trigger area, but it doesn't really resolve the conceptual disagreement surrounding whether this part of the object should, in fact, be deadly, which means the resulting object is no more clear, but it does have the potential to create situations where aesthetically guided object placements, such as multiple of the traps placed side-by-side, may break, which I suspect to be more common than situations relying on the pixel-precise details of the trigger area. Of course, if you've seen enough of my posts on these sorts of issues, you may have noticed I tend to oppose changes I believe will negatively impact the aesthetics of existing levels, valuing these sorts of levels over breaking precision levels.
Incidentally, I also think this object might be a good candidate to make resizable in the horizontal direction (depending on how exactly the graphics for resizable objects work, as I haven't worked much with them), although it may take some work to create a tiling animation for it.