Ideally damage up, ink recovery and swin speed is your best bet. Swim speed simply for more mobility and for faster kraken speed. A minimum of 1 mains worth, but more is always useful. Ink recovery is really good because the weapon and it sub guzzles up ink pretty quickly. Damage up is pretty important. Because of the massive range, the jet is susceptible to losing power when hitting far off opponents because of fall of. Damage up makes it to where it consistently only needs 4 shots to kill. Another thing damage up helps with is decreasing the C jet's ttk (time to kill) when combined with burst bombs. A minimum of 1 main and 1 sub (not 4 subs mind you) or 5 subs of damage up is required for this. With this amount:
- 1 direct burst bomb hit (60 base damage) and 1 jet shot will splat the opponent
- 1 close indirect (35 base damage) and 2 shots will splat the opponent
- 1 far indirect (25 base damage) and 3 shots will splat the opponent.
With the first two combo's the jet splats faster than normally shooting your opponent 4 times. This is particularly useful when in close quarter situations. This amount of damage up also maximizes the amount of damage a jet shot does to 33.3. Meaning if an opponent is even slightly damaged, they could get splatted in 3 shots. So i'd say go with at least 1 main 2 subs to 2 mains of damage up. Anymore i personally feel is too much.
The next abilities i mention are more optional since they aren't absolutely necessary. Other useful abilities are special boosting abilities. The jet is not very good at building up it's special, so i found that either special charge or tenacity can be pretty helpful with this. I haven't used special saver myself, but it can also help, especially with the jet's buff of losing 40% instead of 50% of it's special upon being splatted. One main of either should be enough imo. Another weird ability you could try is run speed up. Before the 2.7.0 update, the jet strafe speed was so slow that run speed up barely made a difference. now it's strafes as fast as the .52 gal and dual, which is where run speed up starts being useful. I tend to use 2 mains when i know i'll be on a stage where i'll be on foot a lot, like hammerhead for example, or if i just feel like strafing faster, but more often than not you're better of using the three first abilities i mentioned above. I suppose some other niche abilities are stuff like ink resistance or cold-blooded, but i've never used them with the jet so who knows. having a main and 3 subs of ink saver sub can also allow you to throw 3 burst bombs instead of 2 if you want to do that. Ink saver main can also work, but ink recovery benefits both main and sub weapon so it's more often more useful.
That's about it i suppose. I hope this was helpful.