You can have the same weapon slotted in weapon palettes multiple times with different things slotted in, I suggested this to reduce your sub-palette clutter by having 1 of the weapon palette filled with your element changing techs while the other one mostly your PA.
Maybe but when the complaint is about mid-combat UI trouble against ever more deadly bosses is it really workable to use a JB PA, switch weapon, charge and use the tech, and switch back? Admittedly the first switch is easier because if you're using say Grand Wave the buttons change immediately, but even so.
Considering you start with an element and Megiverse counts for dark, you only need 4 slots. I've found the benefit of having those immediately available without a ton of fuss better than other uses for the subpalette, and that spares me having even more complexity than Bouncers already do.
This does raise another point though. Wouldn't it be great if the shift key/button just worked for subpalettes as well? I'm sure every class would appreciate 10 extra shift inputs and that would be a perfect use for elements.
Jetboots was the only weapon with double jump unless someone uses a double jump ring.
Good to have that confirmed. So yeah, what I'm getting at there is it's not so far to say only Bouncer has received improvements. The knowledge that Bouncer was once even more awkward than it is today just comes part and parcel of the game having been streamlined a whole, and doesn't mean that Bouncer is not too fussy for what it can offer now.
TLDR I'm not looking for different buttons to perform the same mid-combat multi-input sequence. I'm saying that sequence shouldn't be multi-input in the middle of combat in the first place when other classes (that tend to be better at fighting) don't have to deal with all that.