Lamp oil, rope, bombs: you want 'em? It's yours my friend, as long as you have enough ru--
Bombs aren't used as much as guns or swords for mainly one reason: they don't have a basic attack.
This slows down the use of bombs. No shield bashes or sprite abilities can be a substitute for basic attacks. It's a fundamental mechanic, and i think bombs need it.
But how can we implement them?
The reason that bombs don't have a basic attack (according to the bombing guide: http://wiki.spiralknights.com/Bombing_Guide ) is because they were spammed too much in early previews, with the charge attack being rarely used, so Three Rings downgraded them. This caused bombs to be underused. But maybe there are ways of fixing this basic attack.
Bombs could have a set count limit, like in handguns and blast network.
When the player reaches the count limit they'd do the animation for failing the charge. The charge attack would count as the max number, so you wouldn't be able to drop any bombs until the charge attack detonates. This count limit could also be used for gremlin demos so they don't drop too many bombs at once. The maximum number of basic attack bombs would be smaller and do less damage than the charge attack. This count limit could be like, 1-3 bombs.
Also, shard bombs.
The simple way to buff shard bombs while keeping them balanced would be bring the projectiles back, but limit their range to the range of the current smaller shards. Then the basic attack would just be one small shard.
I've never considered bombs having a count limit to them for a basic attack, but that would be great for making them usable! It's essentially the "clip size" and "combo length" the other two weapon types have. I would say that all bomb basic attacks simply be a small damage radius with unique mechanics being part of their charge attack.
Shard bomb buff would be great if the projectiles landed at the same distance and still did their current explosion, just instead of going from explosion 1 to explosion 2, it was more of an explosion 1, projectiles move to position 2, and if they go that far, explosion 2.