LancerStaff
Inkling Cadet
If you would recall, Staves had the second-worst overall movement. Yes, they can move while charging, but not quickly enough to avoid Cont. Fire weapons without escape powers. (Low shot cancellation cont. fire weapons basically don't exist in the current meta so no blasting through their shots.) Chargers have the best movement across unclaimed/enemy territory, while Staves can only foxtrot along at a speed comparable to the second-slowest Blade. Chargers can move or jump just as quick as anything else to escape, while Staves need to bring costly powers to get away. Chargers' uncharged shots KO in two or three hits, while Staves need five to ten rounds of easily dodged/cancelled cont. fire to kill.I was a staff user in Uprising as well, I'm familiar with the different tools available to them and their opponents. The fact that everyone could run the various super useful Powers is a rather large differentiator from Splatoon, though, as weapon sets here have set subs and specials. Along with that, while in Uprising your shot would charge simply by not using continuous fire for a while and thus you could focus on retreating and using your charge shot while moving, in Splatoon if you want to fire the powerful sniper shot you have to render your mobility next to nonexistent if you want to get a shot out, so you are much more of a sitting duck. I do agree that things may improve with time, but as each charger user is improving so will the users of other, easier-to-use weapons as well. The main reason I've been sticking to the charger myself is just to try to find each possible improvement I can make in my play.
Biggest thing Staves have over Chargers is range. Unlike Chargers which only have above average range, Staves in general have the best range to charge time ratio in the game. But that's largely nullified by defense powers and cancellation weapons.