Bombers are an extremely neglected class in SK and need some more power and attention. Here are a few suggestions on new items and changes to mechanics and current items.
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Mechanic Changes
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Charge walk speed penalty lessened: In order to give bombers more control in a battle they need to be able to position bombs where needed to control knockback and spread status.
Standard attack mechanics: There are many enemies in the game that give small windows in which players can attack, swords and guns can attack in an instant while bombers are forced to wait and time every charge. A standard attack would help shorten fights against enemies like this and make team play more interesting. Possible attack styles are rolling, throwing, or planting, smaller weaker status free bombs.
Standard attacks would also make the neglected Bombastic demo stand out as your standard attack bomber while volcanic remains the charge attacker.
Armor variation and balancing: First off (as I have suggested countless times) Chaos should be nerfed, a +2 in CTR and DMG is perfectly fine as it allows for such a variety of playstyles. I would also give Skelly and Jelly lines bomber sidegrades to vary the defense types available to bombers. Specialist lines would also receive bomber sets focusing on Undead and Gremlin bombing.
Bomb blast toggling: This would be a new option in the menu that would allow players to control the opacity of bomb blasts. From 20% to 100% opacity they now have the option to control how much blast they see on the screen.
PVP: You can no longer see the bomb radius of an enemy placed bomb or tell when a held weapon is fully charged in LD.
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Weapon Changes
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Shard bombs are pitiful at the moment and should be better: My thought is to make the shards capable of doing damage when travelling from the center of the planted bomb to the secondary explosion site. This means the bomb now hits inside the old area where enemies can be unaffected. I would also remove the invincitinks on the bomb. All the shard bombs should start with the 2* normal version and branch out from there. I would also add another specialist line making it Elemental/Freeze/+Undead.
BAB needs an upgrade of some sort so I thought up something interesting: Since the BAB has the longest charge time it should have the longest blast. This bomb would create a slow motion explosion that deals multiple hits. Naturally the damage of these hits would be reduced but enemies have more time to walk into danger. As a side note only the last 10% of the blast would deal stun in order to make it easier for enemies to walk into the blast.
Haze Bombs: Few people complain about haze bombs but I'd like to give them a small buff anyway. Just increase the radius of the blast's damage by about 20%.
Graviton Vortex: Currently it is the least desirable of all the vortex bombs so lets make it unique. This bomb would have 0 knockback on the blast, instead it would knock enemies down like the DBB.
Finishing the Deconstructor: Once finally 5* this bomb would deal pure normal with construct bonus but also receive a weak shock status.
Free to earn box items: At the moment it's just the Celestial Vortex. Add a new reward bomb for Almirian tokens, basically a 4* version of the fire vortex, as well as a 5* recipe. This would look like one of the orbs that circle Vanaduke in the later stages of the battle.
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New items
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Skelly bomber line: Branches out at 2 star, resists Normal/Shadow/Stun and comes with damage bonus Med until it reaches 5*, then it becomes damage bonus VH.
Jelly bomber line: Branches out at 2 star, resists Normal/Pierce/Poison and comes with CTR bonus Med until it reaches 5*, then it becomes CTR bonus VH.
Specialist lines: Emberlight demo set: Has Med bomb ASI and Med bomb Gremlin bonus as well as Normal/Elemental/Shock resists, at 5* it gets a med CTR added to the perks.
Grievous pusher set: Has Med bomb damage and Med bomb Fiend bonus as well as Normal/Shadow/Fire resists, at 5* it gets a med CTR added to the perks.
Conversion shield: This is a reward items from the Roarmulus tokens. This shield is basically the Bombers BTS. It offers Normal/Elemental resists as well as a Low CTR boost, at 5* it becomes Med CTR boost. Lore: This shield uses gremlin tech to convert your shield's energy core power into a powerful bombing booster.
Rotary bombs: This is a pure normal bomb that acts like a combination of weapons. It has a 3 orbs that circle clockwise similar to the Dark retribution. However these orbs will push (small) enemies like an Iron Slug Charge attack moving them about. This bomb lasts the same time as a Dark retribution and has slightly less DPS.
Flashbang bomb: A pure elemental bomb that functions like an even faster Nitronome. Everything about it is fast, the charge time, the walk speed, and the time between placement and detonation. This bomb would be the blast bomb for elemental weak enemies and party play. It deals lighter damage than the Nitronome but it is Pure Elemental/Stun and deals knockdown instead of knockback. However with the lower damage knocking down an enemy is unlikely. (with the opacity option this wouldn't be a bad bomb for parties).
Mono direction bombs/Claymores: These are basically bombs that can reach further than any other current bomb BUT the blast only shoots one direction. It would come in all types of damage and deal solid knockback like a Nitronome. The Area of affect would start out at about 45 degrees and low range and work up to 90 degrees. Power-wise it would be on par with the Flashbang, less than Nitronome but still effective area denial and crowd control.
Multiblast: This is a pure pierce damage bomb that deals light knockback. It would deal the same cumulative damage as the DBB but would generate 3 explosions over a short period of time (each 1/3rd the power of one DBB) This would be an excellent weapon for disrupting fiends and still being strong party support.
Charge Walkspeed Lessened: Meh, it seems fine how it is.
Standard Attack: This used to exist. It was removed for a reason. It doesn't work.
Armor Variation and Balancing: I don't want my armor line to have decreased armor for some bomber UV, and if it did keep it's stats and gain that UV'd, it'd be 'OP'.
Bomb Blast Toggling: Probably the best thing here. It's pretty damn simple, but would be nice. Alternatively, I could toggle with the files a bit to mess with this, but I doubt it'd be worth it.
PvP: It's actually quite hilarious that you can see it. Actually, the seeing the BAB's radius does usually scare some strikers off from the area, but it would be more practical to have this feature removed.
I have little to no interest in the weapon changes you mentioned, and Shard Bomb mechanic changes have been discussed countless times in much greater depth.
Skelly Bomber: Blast Reskin.
Jelly Bomber: Blast Reskin.
Specialists: Higher Rank Cold Snaps + Firecracker + Static Flash
Conversion: Err, what?
Flashbang: Basically, the bane of any party. It's just a stronger spammable nitro, and the 'Blue Screen of Death' wasn't the only thing people disliked about it.
Claymore/Mono-Direction: Sounds more like a Autogun-Bomb hybrid, but it'd be interesting.
Multiblast: Meh. At 1/3 the damage of DBB, I feel like I should drop a couple 2* or 3* bombs with good CTR instead. However, this may be useful if you plan to place it and then switch to guns or swords.