I'm curious why you think Spike Trap is more instantaneous than Quicksand Ring?
For example, in a recent new-book playtest game I could have used Spike Pit. My opponent was playing swarm Joctari Beastmaster with elusive from Animal Kinship. I had a couple of Iron Golems and Thorg, he had a bunch of Bobcats and two (psychic immune, ranged attack) flying Spiders. I was having a hard time forcing a confrontation, so I'd taken shelter from the Hunting Bow behind a Wall of Stone.
He misplayed and came into teleport range with the Beastmaster. He had a face down enchantment (obviously Nullify) on the mage, so I quickcast a Perfect Strike on him to bait the Nullify and then immediately used my action to Teleport him into the zone with all my heavy hitters.
Spiked pit would have been great here, because I could have used it to hold the Beastmaster in place even though I'd spent both my mage's actions already. I wouldn't have had a chance to use Quicksand (even if it worked on mages) or Tanglevine or Force Hold until the next quickcast which, depending on initiative, would have maybe given him a chance to Force Push away instead of Teleport (if he had initiative) or would compete with my next spell--Jinx, Teleport again, etc (if I had initiative). The Spiked Pit would have given me an action advantage during a time crunch by letting me bank the spell and use it immediately when required instead of waiting until I next could cast something with an action.
As it turned out, I had my spiked pit in the wrong Zone, so this example shows the weaknesses of both Quicksand (can't target Mages, a little slower) and Spiked Pit (trickier to play). With practice, I can improve my Spiked Pit play, but I can't change Quicksand, so I hope that in the long run, Spiked Pit will be better for me.