Directional Nitronome
It would be exactly like nitronome, but all of the knockback would be in the direction the bomber faces when dropping the bomb. It would do less damage than nitronome- like plague needle compared to blitz, and would have similar knockback to the irontech destroyer. When dropped, it would have an arrow pointing in the direction dropped.
The idea would be that it would allow bombers the ability to move enemies in a specific direction, rather than just chaotically outwards. It would be a damaging support bomb.
Sticky Bomb
The idea would be that it would stick to enemies. It would have a fast charge time- about half as long as charging nitronome, but would do less damage than nitro. About 1/3 damage of nitronome... Its fuse time would also be incredibly long- about twice that of the shard bombs'.
So here is how it'd go. I strafe around, dropping my sticky bomb. Enemies chasing me and such step on it, and are tagged- almost like they are with biohazard. They've got a bomb stuck to them, that will do a bit of damage. The bomb sits on them, for quite some time as I tag a lot more enemies with my short charge time... then, they start exploding, and everything takes a large amount of damage, because you've now clustered the enemies in a tight bunch for the detonation.
Point damage bomb
Kind of like the old big angry bomb before it got buffed, but with a lot more damage and no slowdown while charging.
It would be able to hit 2-3 enemies per go- much like the 2* nitronome, but would do significant damage. By significant, I mean 2-3 times what nitronome does. Upon hitting enemies, it would flinch them, but not knock them back.
The idea would be to give bombers a way to take down single enemies, or have better DPS against bosses etc.
Supply crate
A different kind of support bomb. Would behave like a haze bomb for charging etc., except instead of detonating, would give out vials/barrier pickups. It'd drop 1 D3 of them.
No health pickups, no mechas, no special pickups. The 2* would give T1 pickups with a chance of T2 pickups. The 3* would give T2 pickups with chances of T1/T3 pickups, the 4* would give T3 pickups with a chance of T2 pickups. And the 5* would give all T3 pickups.
The pickups would disappear after about a minute.
I had the same idea for a directed-knockback bomb.
There's some other interesting stuff in there too, like a bomb that only detonates when placed near other bombs of the same type, a "slingshot" bomb, a sawmerang gun, and a grappling hook shock cable thing.
Your "point-damage" bomb seems like another bleed-the-lines sort of weapon, like Spur/old shards/Pulsar. I'm concerned about the range; it should deal about the same amount of damage as a sword hit, but it shouldn't be so safe to use that it does the opposite of what the Spur does- that is, instead of being too bad to compete with either weapon type, it invalidates both at the same time.