As some of you may know, I have a complicated relationship with this add-on. I feel like I've spent enough time mulling over this mod however to call this add-on an excellent addition to the game. However, this comes with the caveat that I do not believe this mod adjusts balance in any meaningful way, nor should it. To me, the goal of this mod is to make jumps more interesting beyond drift storage by providing an extra speed boost, and I think this mod succeeds wonderfully in this regard.
The mod itself has fresh and interesting extra ways to play with the game. The three modes-Burst, Store, and Augment-each provide the user with interesting methods of going faster outside of just drift storing after a jump. Burst allows for quick, snappy dashing that is beneficial in the immediate moment, while Store gives the user extra safety and potentially extra speed in a pinch, investing the boost that would normally be gained upon landing a trick for later. Augment is a bit of an odd duck in this scenario, simply jacking up the speed and acceleration of the driver, which has implications the author is well aware of at this point, and may be revised later.
The main issue the mod has otherwise is that it exacerbates skill gaps. Among people who are of a relatively equal skill level will find a more volatile experience. However for people of moderate to large skill differences the frontrunner will often be unchallenged, leading to frustrating games for those in the back and less interesting experiences for those in the front, as they are confronted with what amounts to record attack with input delay. Another important issue to note is that acrobatics currently is heavily ping reliant due to the QTE minigame. The minigame is also rather overstimulating, so it would be interesting to see a fallback option where you simply chain boosts much like with Acrobasics (which is even available to download here!)
Personally, I like to use Acrobasics with Juicebox on normal speed. I love the extra dopamine one gets upon landing multiple tricks, and find combining the high speeds of trick boosting with the careful decision making on normal speed juicebox to be one of my favorite ways to play SRB2Kart version 1. I commend Angular and everyone involved for creating a mod that creates a more volatile game, as I've always enjoyed matches that get nice and chaotic.