Pickup - Sprite Snacks

Battle Sprites are hungry hungry robots. They'll assimilate almost anything into their "tummies." Let's give them something more to eat so they continue to not view their owners as food:
I propose a new pickup, called a "sprite snack," that reduces the cooldown of sprites - typically one snack per cooldown caused by ability usage. (I've always found it silly that using one ability causes all three to cooldown, but whatever, I guess the sprite is just tired?) This will balance that a bit and provide more fun as well as make sense! Like other pickups, you can carry up to three of a kind. You'll only find them randomly from mined minerals. Mined minerals will still drop their regular stuff, don't worry - this new pickup will have a chance to drop in addition to the mineral chunk we normally see and carry around on our backs.
The snack is the same for all tiers (like remedy capsule), but the type of snack you use can be better or just "okay, that's a snack. yep. I mean I'd rather have cake but it's something." Oh yeah...Please do not add these to the prize wheel of elevators.
Minerals in sync with your sprite will provide "preferred" noms, and preferred noms will provide better effects. Blue snacks and green snacks are well...there. Anyway, a luminite snack will completely elliminate the cooldown of a seraphynx if used, while red/purple/green/blue will only reduce cooldown of the seraphynx by 50% of the current cooldown count (so half half half if you spam usage). Hurray! Or you can choose to tote them around in your pickup belt like other pickups (vials/barriers etc). The pickup can be used up like a remedy capsule if you don't want to carry them around. Obviously, if the sprite isn't cooling down, the snack won't to anything except poof, just like remedy capsules do...poof poof.
These "snack" pickups will have no effect on appetite, heat, default cooldowns, sprite leveling, or anything like that. They only affect active cooldowns in the field.
I feel that this will encourage the usage of sprites as well as the mining of minerals to some degree (I've run into plenty of knights who won't mine minerals for the squad because 1) they don't understand that they're shared and 2) they're sprite is "done" and they don't care about reskins so why bother) or 3) they are NPCs and seem unable to mine minerals, oh well (joking here)
This will change a lot of combat that involves longer levels but not so much for shorter ones. For example, the tortodrone fight will not be affected at all, but the arcade and certain long missions will see a lot more sprite ability usage, especially if the drop rate of the snack from mined minerals is as high as other pickups from enemies/treasure boxes. Other missions that don't have minerals, like certain danger missions, will retain their difficulty levels - or OOO can just make the drop rate from minerals in areas intended to be rather difficult much lower than the casual arcade. Ideally, I'd carry around as many as I could find, preferred or not, and spam my sera's 3rd or masker's booster cloak a bunch of times right in a row (cause I always carry pills). OP? Possibly. Adjust drop rates or effect of snack on cooldown (instead of half/eliminate, remove cooldown of other 2 abilities unused?) to balance. Thoughts? EDIT: I cannot math at this hour.
This will also have almost no direct effects on gameplay for those who choose to venture without sprites. Hurray for big changes that are optional!
Icon for pickup could be colored versions of the little icon on the sprite food alchemy machine screen, but with a little bit of difference. Here's an image of a "snack" pickup icon I threw together.

I wouldn't want to buff the dmg power of sprites, they are more utility than direct DPS, you use them to buff yourself/team, but that's another conversation.
Animation of the sprite eating would be adorable for drakon, creepy for masker, and seraphynx would just play with it and leave it near the front door.
Why not have an animation for every time you feed your sprite the leveling food? Optional to toggle of course for speed feeding, and while we're at it, let us make a baker's dozen (or more) of food at the sprite machine instead of one at a time. On the note of food...like many players, I'd love a machine for the GH, and I feel like they intend to do this, cause the food machine in the lab has a screen above it and that sure looks like a guild hall map to me.

Good suggestion and don't know how I missed it. We really need content etc. that forces people to use battle sprite skills because right now, people don't use their skills enough.
I can see a lot of ways this could pan out- one sprite snack for all would be the simplest way, giving it the rarity of a vial since in spite of its value, sprite abilities recharge and are fairly common anyway. I'd value this for its simplicity. You could even change this to the one-time pick up orbs if you really wanted, though those would be less strategic.
You could also do something with the color like you're saying. Boost up your sprite with its favorite mineral, get more juice out of it. The problem I see with that is that you now have 4 underwhelming pickups + 1 good pickup and people hardly use their sprite skill enough to warrant recharging half a skill up. The big gain that I see would be incentive to switch to a different sprite. And what if sprite snacks came in 2 flavors at once? So like you'd find a yellow-red food that worked for both seraphynx and drakon. Having it work for 2 would imply twice the odds of getting a good one, which would go a long way towards using the right colors. (1/5 + 4/5 * 1/4 = 2/5; dew the math) chance of getting If we did get this option, we'd really need a green and blue battle sprite for it to work.
Another thought I had would be to make sprite snacks grant significantly faster cooldown- imagine 45 seconds of 2-5 second cooldowns on abilities. Too powerful? Yeah, but the barriers and vials are so underwhelming that I really wouldn't mind.

What if?
What if the food would be able to mod the sprite skill?
Something like having the fireball skill cool down activating only after launching the fireball 2 times for 2 minutes, or the cloak skill would allow you to reactivate the cloak after getting hit while cloaked as long as you have cloak time left and have not press the attack button for 5 minutes. These kinds of augments that does not affect power too much, but affect usability.

+Over9000
I really like this idea
you could also limit how many snacks they could eat per level...(instead of per cooldown)
(might be a bad idea though...)
(I like parentheses...)

@Xteri The usage cap per level would naturally be limited by the mineral rooms that spawn, the RNG drops from those minerals if they are mined, as well as the pickups you decide whether or not to carry - hence shorter runs (prestige) vs. longer runs (arcade) having different sprite usage frequencies.
I am glad y'all like the idea.
@Blandaxt You're getting into complexity there that would need more user control than randomized pickups. I imagine slotting a modifier gem into harnesses, or something similar to trinkets, would make sense for changing how the abilities themselves work.

@Dracora-Speaking:
Yeah, but any kind of way we can be more unique is a huge plus for me.
these snacks could also buff damage, not just cooldown. and makesure to add acute animation of the sprite nomming the food to his hearts content :3