Now concerning the build - there is nothing wrong with your utilities individually. But neither is that setup the end all be all of what you should be running, scorpion wire isn't useful all of the time, shadow trap is situational at best and you shouldn't always be running daggerstorm.
lmaonade is right, adaptability is key, thieves have so many utility skills (and two elites that are mostly useful no matter how you're built, which is more than can be said of other professions)
Signet of Malice? I can see why you'd go for that, but I'm always of the opinion that it is simply outclassed by the utility and condition clears the other two bring. If you use Malice you'll rarely if ever wanna activate it. So goodbye to things that proc on on heal use (minor point). Lifesteal food does the same job if you're built for crits (I know it's getting tired at this point but if you aren't surviving and doing well in full zerker's [or damage/cond but with conditions you can get away with it since you can largely replace pow/prec] gear [at least on the thief with all the evades shadow steps etc that are built in] you aren't at your best yet)
Looking at your gear I'm more and more convinced that you have a sub-optimal build. It gets my downvote.
Okay now back to the OP
After logging a thousand hours on the thief I can safely say that adaptability is king. I never run around having static skills when doing high end content. Just as your utilities change depending on the situation so to must your weapon sets cover all bases. You're never gonna go wrong having both melee and range weapons outside of specialized spvp builds (another reason why the previous build fails).
Traits for a full zerker build I would say 25/30/0/*5/10 the 5 can go anywhere (except to grab the useless grandmaster deadly arts traits) really swiftness is more of a quality of life thing
What weapons entail with that zerker build?