Tried out this character mod because I saw some friends talking about it. Not too bad, but would benefit from a better sense of direction design-wise.
Consider how you want the character to play: slow-paced and methodological, or fast-paced and snappy? Picking a playstyle to design around will help make your character's moveset feel more coherent, which other people seem to feel is lacking.
If you want the character to be fast-paced: make the "timed" actions less prominent. The conduit takes a fair bit of time to finish travelling, and by the time it's done you've already landed on the ground. Increasing the speed of the animation would help the sense of flow as the player can quickly double tap to bounce off it without landing. Additionally, the conduit appears to stick around forever, which is in my opinion unintuitive for this playstyle. During my playthrough there were multiple times where I launched a conduit, forgot about it, and was suddenly yanked backwards when I attempted to launch another one. To remedy this, I feel it would be best to have the conduit automatically disappear or burst when the player is far enough away from it. The charged double jump currently reduces the player's horizontal momentum when fully charged, and while this may be intentionally designed as a trade-off between speed and verticality, it can feel unnatural in certain scenarios. The flow and sense of speed would be improved if the charged double jump preserved the player's momentum.
If you want the character to be slow-paced: certain moves such as the rail grind and wallkick give a sense of speed which is incongruent with other moves. To fix this, the wallkick being more vertical would play into the character's theme of verticality and allow for impressive height to be gained when combined with a charged jump. To be frank, I feel that the rail grind should be removed entirely. It's highly situational and there aren't many opportunities to use it effectively throughout the campaign. The conduit burst having a larger radius would help increase the character's offensive ability, as it's severely lacking outside of water. If you want to go with this gameplay style, then having the conduit stick around forever may actually be the better choice, as it would allow the player to dispatch it and then think about a potential path to take, or use it from a vantage point to gain extra airtime.
In conclusion, the effort and consideration put into this character is visible and appreciated, but it currently stands split between two polar playstyles, and choosing a side would help to make it feel more cohesive. Admittedly, I am more of a fast-paced player myself, which may invalidate my thoughts on how to pull off a slow-paced playstyle, but I hope this review points you in the right direction regardless.
i've seen people say the moveset is either really game breaking or really underpowered so i'll see what i can do to streamline it in the future, specially in regards to how snap basically only exists to despawn the conduit and make sure you can clear the main campaign, lol. this was a nice review to read!