@MotorGamer I think I can shed some light on the idea. Ink Saver Main is more useful for weapons that require way more out of the main weapon than just shooting or weapons that take a lot of ink per shot. This fits for weapons like non-Rapid Blasters, Brellas because using the shield takes ink from your tank, Dualies because of the dodge rolling, the Hydra Splatling, the E-Liters, and the Splattershot Pros to a bit lesser of an extent. These are weapons where the main weapon consumes ink like a demon consuming souls. So you would want to make sure that you can keep going as long as possible, especially in a drawn out fire fight where you will need more ink on a
short term basis.
So where does that leave room for Ink Recovery Up? A few scenarios come to mind. Have you ever noticed that after throwing a sub weapon there is a delay between when you throw it and when you can start recovering ink? This is especially noticeable with Splash Walls and Suction Bombs. This can leave you rather high and dry longer than you would like and it would help to recover ink a little faster to get back into the game, right? This is more of a
long term plan. Once you run dry, this helps you get back into the action faster.
In the long run, all it really boils down to is when do you need ink?
Sooner or
later? Of course nothing is stopping you from running both, but often you are going to want other skills to round out a weapon's capabilities. So if you need to pick, that is how I look at it. Hopefully this helps in some capacity.