Two Autobombs can cause a lot of mayhem and forces people to act predictably, and one charge shot can swiftly take them out. This maneuver and the added utility from Autobombs in general makes me think this is the optimal set for the New Squiffer.
Two mains and one sub of Sub Weapon Saver allows you to perform the technique, if you don’t mind an extra 1/60th of a second charging and being totally out of ink afterwards. Eight subs should also cut it. Extra Sub Weapon Saver abilities are still effective... But two fully charged shots requires a very excessive amount, three mains and eight subs, possibly a little less.
Main Weapon Saver has a very minimal effect, and is not worth using over the initial two mains and one sub of Sub Weapon Saver. It should be more effective at giving you a second fully charged shot, however.
Ink Recovery means more Autobombs and recovering faster from empty. Pretty self explanatory.
The Bomb Defense and Quick Super Jump subs have very profound effects in low quantities, as you probably know. They fit well with the one Sub Weapon Saver sub on the shoes.
The unique shoe abilities are in my opinion not very effective for a Squiffer. You shouldn’t be Super Jumping straight into battles with the weapon, and Object Shredder is quite niche. I don’t use the head or body abilities either but they’re much more attractive. With the large amount of Tentatek shoes I don’t feel bad using one for just one weapon.
I use this set on every stage and mode, besides Clam Blitz and occasionally Rainmaker. On Clam Blitz I use Swim Speed over Ink Recovery, and on Rainmaker I might use Swim Speed or Running Speed depending on the stage.