I've also spent a great deal of time learning this weapon. Here's what I've got.
(pre). This weapon is a great substitute for a Squiffer or even a Splat charger on most stages, and is alot more versatile and defensive.
1. Splash Wall usage is absolutely vital. This is what makes this weapoon unique, its great combination of offense and defense. The Bamboozler is absolutely horrid without any sort of defense, and its a great way to give you some of your own when your teammates aren't necessarily nearby. Any time you engage in combat, Splash Wall. You will 90% of the time NOT WIN without it. That being said, Ink Saver Main and Ink Saver Sub are necessities for this weapon.
2. Get the easy picks. The Bamboozler is great at finishing opponents off that are stuck in your ink. Picking off vulnerable targets is this weapons specialty. That said, Damage up is also necessary to make your basic tap shots strong enough to finish a weak inkling.
3. STAY ON YOUR TOES. The Bamboozler is quick enough to kill enemies very fast, but you have to be able to keep up. Always watch your back and have a Splash Wall ready to deploy. NEVER sit there firing off your weapon for more than 2-3 seconds.
4. Don't camp. This weapon, although it is a charger, is surprisingly solid at performing surprise attacks and going alternate routes, somewhat similar to the ink/octobrush. However, you should never go head on without at least one teammate behind you, unless absolutely necessary.
5. Using the Bamboozler on the right map is key. Using this weapon is very risky on these stages:
Blackbelly Skatepark. It's too small and doesn't give you enough room. You are likely to be attacked from any angle and standing on the center tower doesn't help because you don't have a sub to cover you up close. However, if your team can hold ground, the Bamboozler becomes a great support weapon
Port Mackerel. Although it may seem tempting due to the Splash Wall Sub and Killer Wail Special, if the enemy team successfully makes a push, you are utterly useless.
Flounder Heights. It's too vertical and it's got too many walls, and the range only makes it that much worse.
That said, some great stages for the Bamboozler are:
Saltspray Rig. There's a great amount of breathing room in this stage, all the Bamboozler needs to be a vital asset to a team.
Bluefin Depot. The walls in the center of the two branching paths provide a neat line of defense, and you can always play a bit more defensive by shooting from any of the 4 ledges on your side or the two high up paths closer two your spawn.
The Bamboozler has very specific, but usually multiple sniping points. Learn these and switch between them when the time is right. (I'll probably update this post with pictures on where these are, maybe make a guide out of it.)
6. You must have a great amount of map awareness and focus to play this weapon. I do not recommend it to anyone below A+ rank.
7. The Bamboozler has very poor ink coverage, at least 1 Special charge up main (or 3 subs) is needed.
8. Use smart Killer Wails. They're great tools to get a sniper or dynamo off their perch, and following it up with a Splashwall and a mix of Charge and tap shots makes way for easy splats.
Overall, the Bamboozler 14 MK 1 is a good weapon that's very versatile, but has very specific disadvantages that, when not all covered, will leave you defenseless on the battleground. Takes some real hard work to be a master of this weapon, but once you've got it down, it's a great addition to mostly any team comp.
P.S. PLEASE don't ever play this weapon in turf war, it's absolute garbage. Seriously. Don't do it. Ever.