How about when Double Jump is De-toggled it casts the Jumping buff from Takeoff on the user?
That way Super Jump is unquestionably Better at jumping than Mighty Leap, as was the stated design goal.
It does hold though. The south helicopter is right by the TUNNEL transport and they are both near the base portal and not far from the ferry. In Cap the TUNNEL and the north ferry are right next to each and also close to the base portal.
Because then the stalker would get it stacked with CJ and the scrapper and sentinel wouldn't, per the new stacking rules.
I understand you've said you don't care about that, but I think a lot of others do.
So to sum up:
The changes to Fly (and the other travel powers) give fly a significant boost in Absolute speed for Travel purposes, although with a slight loss in Relative speed for those purposes.
Flight also gains a Huge boost in both Absolute AND Relative terms for In Combat speed.
Hopefully the animation issues can get worked out.
I’m a little confused about one thing.
In combat travel suppression was put in for a reason. What is the rationale behind giving Flight a power that essentially lets them have in combat flight without suppression?
There’s already a feeling that the erasure of AT distinctions has exacerbated the degree to which Support and CC lose value in the high levels. While I agree that flexibility is good, it would be nice if all ATs were (roughly) equally valued.