Meh. I still disagree about Ninja Squid since you can just learn to move without ripples and then have another ability, but I will agree about Dynamos being able to get away without Swim Speed Up. I'm no Dynamo master but I have played quite a bit with the weapon in Turf War and I'm actually a big fan of Quick Respawn on it. Formerly, I always hated on Quick Respawn sets because I'd rather try not to die in the first place. But with the Dynamo, being able to constantly be alive and pose such a huge threat to turf control is so useful for the team. I think it could be an extremely powerful build in Splat Zones Mahi Mahi Resort. I run Squid Nordic with Comeback and two Quick Respawn subs, a Quick Respawn shirt (Haven't rolled any good shirts yet) and Black Trainers (I think) with Quick Respawn main, 1 Ink Saver Main sub and 2 Ink Recovery Up subs. I also want to try Haunt on the build, but I'm not sure about using Haunt and Comeback at the same time since it takes away from Quick Respawn slots.
Differences in play style I suppose, though I'll keep practicing with Squidtrotting. It just seemed tough to get the hang of/rely on right off the bat. I agree Quick Respawn is hugely undervalued. I watched videos insisting it was a useless ability because you should "try not to die in the first place," but honestly....that's such an unrealistic expectation especially in frantic, splat-heavy modes like Tower Control and Rainmaker. Splats will happen, even if you're ridiculously good. It's so much more sensible to soften the blow rather than just assume it won't happen, particularly if you're using aggressive/rushdown weapons. I don't run it currently but I have in the past and it was amazing for quick comebacks.
My 3 mains are currently Ink Saver Main, Ninja Squid and Attack Up, which have worked out pretty well as of late. The ink saver is a necessity given how much both the Dynamo and Inkbrush guzzle (it has seriously worked wonders for my Dynamo swings), and I've paired it with an Ink Recovery Up sub to repel empty tanks even further. Attack Up is mostly useful for the Inkbrush splatter. Not sure if Attack Up makes much difference on Dynamo since it generally relies on 1HKOs, but following the nerf additional damage on side splatter sounded helpful. I may swap it for Quick Respawn at some point, since Dynamos tend to be heavy hitters but also large targets. One thing I will say about Swim Speed Up, a consistent usefulness was actually in recovering quickly without having to rely on super jumps.
Haunt is situationally useful, but personally I think Recon is the better ability in that category. Better to see the entire team, I think. The extra marking time is nice, but I don't find myself gazing at the GamePad much once I'm back out on the field. Comeback I've realized is useful in that it can make you much deadlier upon respawns, which can be hugely helpful if the opposing team is really closing in. Generally I try to avoid builds centered around respawns, but it depends on your strategy.