No, they're both an 8/10. Once I got some practice, *with net use*, I'd only give them a 6/10.
I'm affliction, so I can only speak out for a 45/5/11 build.
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For hunters, once you cow and siph the pet off the bat, you really don't have to worry about it: the pet dies when the hunter does, and if the hunter is red, so is the kitty. Just focus on keeping the hunter occupied and your two dots will minimize the damage from the pet (it doesn't eliminate the damage, but mitigates it to a reasonable level).
As snake traps not only ruin your cast sequence, but also your targeting (feign death), and your iHoT - the only thing to do is pop your vw and keep clicking (manually) over the hunter. If you're in melee range, and the pet is siph+CoW, a vw bubble should last until the end of the snake trap; depending on the hunter, you might want to toss out a d/c for insurance.
The only other trap you'll see would be an ice trap; this requires a bit of rearrangement from the default key setup. Change your A and D to sidestep instead of turn - so you can run at an angle around the trap ( you'll lose less distance than running sideways). You also want to keep a bit of space between you and the hunter so you'll have reaction time (about 1/2 a second or so) - then again, a well played hunter won't let you be on top of them, so it works itself out.
If you can't use nets, the only thing that changes is that you have to make the most out of your trinket; also take a beating for the cast time of a normal fear (you'll have to also pop your healthstone because of the extra damage you'll take). You really don't use the nets other than to keep them in melee range long enough to cast a fear, so without it, you just take a bit extra damage (healthstone generally makes up for it). You also have to do more chasing - when they're feared, run to where you expect them to be. Once fear ends, you'll be back in their melee range; depending on your comparative hps, it might be smart to d/c immediately after fear ends, then recast (assuming you didn't d/c during the snake trap). Otherwise, you'll open yourself up to all the goody "shots" that destroys your cast or gives them a chance to put more distance between each of you.
When you get better at this, you don't even need pvp gear - I've done most of my pvp in raid gear (because that's what I use for regular grinding). *shrugs*
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Rogues on the other hand, definitely go to 9/10 without a net - simply because you don't have that time to force a cd out of them, stay out of melee range, and cast a full-length fear. One thing to do is to cast fear during the iHoT, and catch them immediately after they've popped their trinket. Depending on how close they are to you, you might benefit from +haste gear, as well as pvp gear that will reduce your fear cast time - 1.5 seconds is usually too long to pull off (again, depends on when the rogue pops their trink).
Also, when you're running (after the drop), the rogue will be right behind you. If you move in 90 degree angles, the rogue will be able to easily catch up - instead you should run in gentle arcs. Running in this way will maximize the time it takes a rogue to catch up to you. Also, when you're turning back to make sure the rogue doesn't 2v1 your partner, jump in the air then do a quick spin with your mouse; doing so will minimize speed loss. I wouldn't suggest altering your camera as it might disorient you *shrugs*.
Then again, your partner should also use some of their gcd's to impair the rogue's movement - just as you should be iDoTing your partner's opponent. As I really have only played "team" pvp in bgs and world pvp - I'm not amazing at arena strategy: I only know solo. I do know that playing with a friend helps greatly, because you can coordinate your impairment effects. *shrugs*.
Finally, without nets, I would put warriors at 10/10 for difficulty. Just research other people's strategies like crazy, lol.