I've cast Eagleclaw Boots approximatley 40 times, and I have used Climbing once (and I recall one other time that in retrospect I should have used Climbing but forgot it was a trait on Eagleclaw Boots). Also, I have never once cast an Ape while using Animal Kinship, and even if there were a Level 1 monkey with the Ape subtype, I still would still be highly unlikely that I'd use the Climbing trait, even if I had other reasons to cast a cheap monkey while I had Animal Kinship(s) in play.
tl/dr: Climbing sucks. Making Climbing slightly better (e.g. so that maybe you consider it 5 times in 100 matches instead of considering it once or twice before opting not to at all) is unlikely to break Eagleclaw Boots. Climbing, as it stands, is a missed opportunity.
Regarding the thematic considerations, um, this is a game about magic. Presumably the Climbing trait isn't suggesting that you need this special trait to scale a 2 m fence - surely non-magical creatures, including any moderately healthy mage, should be capable of that - but rather allows you to magically ascend and descend over a wall with relatively little effort (although at present it's as hard as casting a Full action spell, even when you have this magical trait).
I could imagine either keeping the trait more-or-less as-is (e.g. takes a Full action) but allowing it to skip the Passage Attacks step, or still triggering Passage Attacks but having it be a quick action where the wall merely Hinders rather than taking a Full action (which is like making you lose Fast and gain Slow)... or both. Maybe you roll a d12 and on 7+ you skip the Passage Attack, or something like that. (e.g. "Don't slip!")
But standard policy seems to be that, unless something is proven to be far too strong (e.g. Battle Fury, Temple of Light, Hand of Bim-Shalla, Wizard, Wizard's Tower) or doesn't work as intended (e.g. Goblin Builder, Gate to Hell, Malacoda, Garrison Post, etc), it doesn't get errata'd.