Pickups - "sponges" and general changes

Pickup: "sponges"
These lichen-like pickups are somewhat similar to barriers and vials, in that they deal with status and your knight walks over them and they go into your pickup belt if you have room.
Using one will grant your next charge attack (not regular attack) or shield bash whatever status and level of intensity the sponge was (temporarily replacing whatever status defaults and settings the weapon had per sponge use, if the weapon inflicts no status, then the sponge effect is simply added for one charge attack). One sponge = one use! Time your attacks wisely and consider the environment.
Lore: Cradle is full of strange and mysterious things. Where do vials originate from? How do barriers work? Now we've found a new manifestation of status with "sponges." These strange items absorb nearby energy (mist *cough* minerals *cough*) and turn it into powerful status effects. A knight can squeeze one in their hand (sponges are neat and leaky when squeezed!) and channel its "energy frequency" (= status+game logic lol) into their next charge attack. Fascinating! Spiral HQ recommends using these sponges to increase the versatility of bombs and for general stress-ball style relief.
If your knight squeezes ("uses") a sponge and then leaves the area (gets onto an elevator etc.) then the pending effect is lost. If your knight dies the pending effect is lost. If your knight uses another sponge, the previous pending effect is lost. (Or we could make it so you stack on ALL the status! haha. no). The pending effect otherwise lasts until a charge attack is successfully executed, getting shocked or something won't make you lose it.
Sponges imbue the shield bash with status similar to the way they do your charge attacks, but the shield will shatter (vs. lose 50% health like it normally does) - it can't handle the too-quick modifications and power, but it can repair itself after being expended. Worthwhile in many situations, and not at all in others. The sponge status replaces the stun status for one bash. Using a stun sponge is redundant, if not debilitating if you've got a lower tier vial during an arcade run or something. Star levels of shield and sponge are accounted for in some mathematical manner I don't feel like digging into.
Sponge drop rates are low compared to vials and barriers, but for some mysterious reason are more common than all other pickups in lichen lairs.
Details (all 100% chance, all status types available):
Sponge - 0* - minor status
Super Sponge - 2* - moderate status
Ultra Sponge - 4* - strong status
Strategy:
Oh, the possibilities! Discuss in comments.
Inspiration for this idea:
mod system in "Warframe" and gem socket system in "Torchlight II" . I've thought about trying to suggest a functional change to Unique Variants in Spiral Knights many times, but this seems like it would be more fun! On another note...
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I desire the removal of pickups from the prize wheel, most enemy drop tables, and treasure boxes. Why? I hardly ever see people use them. Having 3333 in the quickbar for that elevator prize (sometimes 50 crowns! woooohooo! -,..,-) = not worth using them in the field to many players. Which is very depressing - we generally lose a lot of game content and for what, 10 cr? maybe a lockbox? A lot of players also just use them at the elevator for "pretty smashing effects" instead of combat, but that's another issue. I'd like to see pickups being used more often, usefully. Vials being thrown to near infinity is pretty great though. Like knights would be very good at pitching in baseball probably. So anyway:
Instead of in places that annoy people, we could have these potentially very important items "hidden" around the clockworks. Tougher ones (not vials) could drop from broken boulders, busted wall panels/knobs, or be uncovered if your knight investigates a sparkling pile of dust. Most could be found in logs, dirt, lab tables, etc. Med caches will have heart boxes and new greyish toughboxes (implied to be left by recon squads? maybe!) that contain pickups (vitas and pills especially). To balance the general loot table OOO has in place, simply distribute crowns, materials, and heat more evenly between treasure boxes and monster drop tables to compensate for the loss of pickup dilution (this edit for skepticraven: yes, it wouldn't make a statistically significant payout difference, the idea is to get players to love pickups not hate them due to preconceived notions). Certain more "intelligent" enemies will carry pickups, instead of all enemies - especially gremlins. Or we could just drastically decrease the pickup drop rate from enemies, with the idea that "the chromalisk ate it and well, it just never digested and now I have it." All the more reason to throw it, gross! Who wants to carry that around?
EDIT for feedback: yes you would freeze yourself with Fang of Vog instead of catch yourself on fire etc.
EDIT for feedback: buff? sure. I'm more about mechanics and watching things play out than DPS, but yeah, a buff would be nice. There's a fine balance between being a grind chore tool, being OP/overly good to the point of "being expected and necessary and if you don't use it you're silly" (blitz+shiver worshipers), and making sure above all else, you're having fun.
EDIT for feedback: yes, attack types would be neat too. Socketall!

I don't have much to add to this suggestion as it's pretty well thought-out. However I assume the sponges have a 100% chance to activate, otherwise they'd be kind of on the same level as barriers.
It would be cool to have the statuses stack (my bomb is temporarily a C42 mist bomb, deal with it) but I understand a bit why they wouldn't. It would be super cool if we could also get similar sponges for damage types! Still on a charge-attack only basis though. Turning my levithan blade into shadow damage to deal with all those gremlins for a single charge attack would be fairly useful.
I agree to this suggestion. We should have sponge pickups used for the game to make it more interesting.

Oh wow, lots of positive feedback. Fehzor's level idea got me thinking about PvP, actually. My original goal was to leave PvP untouched, but why not have a "chaotic" sort of thing: a slime-covered map that constantly drops random sponges out of glittering piles of goo (if they're investigated). Now fighting each other is very unpredictable! At least for this map.

This is a great idea in my opinion. I really have nothing to add as you fleshed out and explained every aspect I could think of just fine.
Now I hope this gets added to OOO's "to-do" list and that sponges get added to the game.
~Elt
The sponges
This is actually a pretty sweet idea, especially in how it favors bombers over sworders and gunners- if I used a sponge on nitronome or stagger storm, it would deal massive areas of status effects but if I used it on combuster or blitz needle it would only deal the status to at most a few enemies. I like this aspect of them because it increases the utility of bombs enormously- take for instance..
Full Vog
Grey owlite shield
Seraphynx (valkyrie aura)
Acheron
Arcana
Stagger storm
With this loadout, using a sponge and valk aura would instantly give me a single powerful bomb that I could drop to really mess up the enemies.. like dropping 2 haze bombs at once. This level of strategy is powerful, but a good kind of powerful that actually accomplishes what the developers hoped to.
I'd also like to see multiple of the sponges given to gremlin thwackers on status levels, so that they can actually deal the appropriate status
Buffing pickups/changing areas
I've been thinking a lot about the existing consumables/pickups too for a while, and generally I think the root of the problem is that they're not worth using over weapon charges etc. in most situations. Like, if I can charge up ash of Agni or combuster or magma driver, why on earth would I want to use a fire vial?
I kind of think that one of the solutions to the vial problem would be to just buff them so that they're always better than just using whatever weapon does something similar but better. Like if you increased the range of their explosion, or had them leave a foggy mist around where they shattered the size of a 3* haze bomb. Alternatively, they could just be made to do an absurdly high amount of their status- the knight can only inflict relatively low levels of status effects; these vials could easily be made unrivaled at dealing their respective status. Think 2.5x the status of "strong".
Making them more limited without buffing them would be an interesting idea, but I don't think it would work because of how useless the actual items are. Like, would I start breaking stuff? Only the ones that gave me recon flares, turret drops and that genre of pickup. Instead of making knights find them, it would be like removing the mechanic until.
Level idea
It would be cool if we got a level based around these if they did come out. Or at least it would be cool to get one.
Specifically, the level could have 2 statuses that must be different from one another, one that the knights get, and one that the enemies get. If the knight gets the same status as the enemies during generation, the sponge in question would be set to curse or stun at random and this would be the only way of getting them there, meaning that these two statuses would be found more rarely.
The actual level would begin with several sponge-generators (like the vial generators in FSC), so that the knight could stock pile the sponges for combat ahead of time, and throughout the level there would be even more sponge-generators. The monsters on the level would vary, but would always be oriented around gremlins and slimes. Gremlins on this level would use the sponge the knights get as opposed to the ones they'd normally get, should gremlins be given sponge pickups. The level would also be harder combat wise and would often favor normal damage weapons, to make up for the fact that the knight is being given sponges constantly.