Sure, you get extra Sneak Dice, but it seems the biggest boost would be to builds that want to crit.
Well, Rogues are big on crits and Arcane Tricksters can crit just as well via their Rays. With the Knowledge World 2 and Perception 2 tricks you can reach 1, 15-20 rolls for confirming crits with ray spells. Of course normal weapons are a bit better and special crit weapons are insane at 1, 11-20. Trickster is well and truly amazing for melee characters but the reason for it isn't crits per se, but the Mobility Trick that gives you a bunch of attacks of opportunity. This sets melee tricksters apart from ranged martials and ray casters.
There are other ways to develop a Trickster, such as the master of all that uses skills to substitute for AC and Saves. I tried to theory a way to boost spell DC via Perception 2 and open a way for my own character concepts, though it's probably not as good as someone who just focuses on ray'ing things to death.
All in all Trickster is a fun path that does a lot for most characters. At first sight it's one blind spot is spell casting, where everybody else gets help with spell resistances, DCs, quicker spells and so on. The one final note I'd make is that I'm told its most obvious power - the kill yourself trick - doesn't scale with your total rolls in persuasion but rather with your ranks in persuasion. So no stacking different skill foci and buffs to reach 100 in persuasion and auto kill everyone you meet. This applies to some other tricks as well. And that might make them not as useful in Unfair. Should you care about that.