I just want to clarify once again that the idea that Boots are for scoring is a myth. Considering charge's SP cost, it's only for quick passes - if you use charge on bridge, it takes longer to get across the bridge than without Charge (base stat comparison) because of how much SP Charge consumes. The real reason players can get across bridge quickly is because of high SP, not Charge's speed distance, because just sprinting is significantly cheaper.
And as for sprint, its speed is equal to a few other weapons. There are even times when a weapon that has equal speed to Boots gets to the *fumbi first, purely because of how Boots moves, as it's bad at turns.
As for this suggestion, it's mainly to decrease animation time of normal attacks, remove the half second "freeze" in the middle of the aerial animation, let aerial attack actually make contact with the ground before ending (this is a problem for many weapons), and to let Boots properly attack at any point during their charge. This suggestion does not increase power or speed, nor does it decrease SP cost.
As it currently stands, Boot's speed is the only thing it's good for, and contrarily to popular belief other weapons DO match that speed. Boots is not viable in combat because its aerial goes off before the enemy is attacked, its charge needs to finish before it will attack, and using normal attack is both extremely weak and extremely slow.