Ah, some great feedback, and some comments were mentioned that I had in mind when designing Rebirth prior to Star wanting to team up. I'll go over this one by one...
I'd be interested in seeing this mod being updated again if it breaks out of the "melee main attack" routine.
This would be a focus definitely. On the few bosses that would remain like this, they would have something that would help clear out crowds. I know at some point I wanted to give Saxton Hale the ability to stun or slow robots near him, since in VS. Saxton Hale which Silversin's SH was based from, he was able to shout out a taunt of some kind that left players around him scared.
*snippet regarding super jumps*
At the time R++ was going strong, we had been experimenting with diverse Super Jumps that had a second function to them. Seems like the idea is good, but needs to be executed more. There would definitely be some thinking regarding these.
(Do note I haven't touched any form of SH or derivative of it in a mighty while, so I might be wrong on some points, but...)
I definitely agree with Medal about the bosses' gameplay: they really need to be changed from "absurd amount of HP with some OHKO punch attack". It's just not fun or interesting at all.
Speaking of the "absurd amount of HP" part, that's always bothered me about SH: bosses are ridiculously tanky, but in gameplay, they're actually really weak because they're slow and lack range to actually hit anything; in the end, it's usually the boss who runs away from the mass of angry players with ranged weapons, while it's the players that should be running in fear from the boss.
If you choose to revive this, you should consider making the bosses a lot more threatening and decreasing their HP accordingly. This would make the mode more interesting and (probably) help speeding up rounds, which I also recall being a problem.
Part of this is why I'm considering porting bosses into Rebirth instead of working with R++, since we already had a different style of how bosses work. As boss health went down, the bosses ran faster. I recall we had the health of the bosses a bit lower than Silversin's. I have seen how tanky bosses work out. R++ Gilgamesh is capable of doing a lot of damage if his swords could hit...but being one of the slower bosses, it was possible to outrun him. It'll take some time to reverse the trend of drawn-out battles, but I believe Saxton Hale can adapt closer to the pace that Unholy provides, but still have the simplified gameplay that makes Saxton Hale easy to pick up.
Regarding Hilman's and Justin's comments, yes, Rebirth and R++ both were transitioning into TLMS during the final days of development. It not only makes it much easier to ensure attacks only hit certain targets (damagetypes for new attacks had to be ensured it hit the regular players but the boss itself should been immune to it), but it was also easier to tell who was who (in TLMS, you would know who the boss is just by checking the scoreboard). I would be continuing this.
Finally, regarding Justin's and Dimpsy's comments, I do have a few things to say.
-Morshu's R++ moveset was actually my idea and would have been the moveset in Rebirth. I'll see what I can do to make Morshu easier to use, but I personally thought the new moves made Morshu very unique as he was one of the few bosses that could adapt to changes in the environment or the opponents' strategies. I'd like to preserve that if possible, but perhaps having to tap or hold Main/Alt made him clunky to use.
-GutsManG was actually the first new boss for Rebirth. I intend to keep him in myself, but certainly could use some tweaks, maybe a makeover of some kind. My intention was for him to be the opposite gameplay-wise of Slenderman...kill the boss quickly, or the boss will kill you when time is up.
-The Ra Thor Duo was so both designs could be in the mod. I personally want to stay away from something Unholy does a lot...copies of the same boss with maybe something different for each copy (Hellbots, Devileyes, BusterExpert as well). While I will be keeping my design of Ra Thor, I'm open to how the other Ra Thors could get in too.
-Regarding OtakuAlex's Hyper Saxton Hale, the only boss I thought that was worth keeping was Mecha Hitler...the rest of the bosses weren't all that memorable, and Sonic I personally feel would work better as part of a team. I'm open to ideas regarding if any of those bosses should return.
Aside from these few notes, I'll definitely take into consideration the ideas mentioned by both of them. I'm going to wait a bit to see if there's more interest. I definitely would need some help if I were to take this up again. Thanks for the comments so far everyone.
EDIT: Basically, my goal would be to make the game much faster-paced like with Unholy, but be different enough that both can still co-exist. Unholy is a lot more chaotic than I intend to go with Saxton Hale, so people liking the really intense matches that Unholy provides will still have a large showing, but those wanting a break from Unholy or wanting an actual team-based mod would find a home in Saxton Hale.