Spiral Knights should stand up to its name as foremost "a sword fighting game".
Bombs only disrupt knights who are in the heat of battle in Lockdown. Thus, their blast radius should be very limited. For example, a 5-star bomb's blast radius should only be that of a 3-star bomb in lockdown. This will prevent disruptors that are using bombs from knights who are dueling between themselves as they capture control points. And, this would make the bomb-caster more vulnerable to attacks, as opposed to what it is now.
Aside from this, the damage of high damage-per-second guns such as Arcana (Blaster), and Peacemaker (Antigua) series is incredibly high. Currently, they are incurring the damage of 3 life-bars per hit from the normal 5-star gears. This is deviating again from the main objective of the Spiral Knights to be action-filled, and limiting the unlimited potential of combinations through sword-fighting. Thus, it is currently being seen as "stagnant" in the competitive point of view. The suggestion is to lessen the damage of these high-DPS guns to 1 life-bar damage, and equivalently increase the damage to 1.5 life-bar to 3 life-bar as DPS decreases, such as the normal shot damage of the Magnus series and charge-damage of overall guns. Thus, it would make guns, not a "primary" weapon to be fighting with, but a "secondary" one to finally finish off a knight after hitting them with several sword-attacks.
These suggestions would make Spiral Knights more balance in the aspect of competitiveness. And, make it more attractive for players to steadily grind for their knight's beloved gears. And finally make it once again, people-filled, and a leader not only in player-versus-monster but also in competitive player-versus-player games.
The new Super Brawl is a very good addition to the game in terms of competing with modern day lag. As one can compete even with high ping by throwing vials better than the opponent.
But, a flaw of this game mode is when the "remedy" capsule is present. Having the combination of "stun" and "remedy" vial in the same map, is a bit too redundant. An opponent can already block the vial with the shield, and also still move upon getting hit with the "stun" vial. So, why is the "remedy" capsule still present on maps that have the "stun" vial? The suggestion is to remove the "remedy" capsule on the Firestone Circle map.
A good combination that is currently present in the game, is that of the "remedy" capsule is with the "sleep" vial. Since a knight that is hit by the "sleep" vial can no longer move. Another is when the "fire" vial is present together with obstacles in the same map, subsequent damages can only be averted through the use of the "remedy" capsule. These are the instances where the "remedy" capsule really begin to become a crucial part of the game-mode.
These suggested balance changes will definitely make Spiral Knights more lag friendly, as the game patiently waits for better internet connectivity from since it came out.