Chompers are weird. Melee brawlers that lack mobility and countered by a simple high ground. This weakness creates a loop when people are too anxious to return to ground and chompers don't have many options other than chomp stuff on sight.
Ranged attack in BfN was a bit overkill. It is necessary to provoke people into going down to combat you, but there is no need for sniping. I probably would use a Chomp Cannon with 25 max damage and no cooldown.
Goop is fine as long as it doesn't deal huge damage like BfN one.
Devouring is another thing. I have two suggestions for this.
1) - Chomper devours only on lethal chomp and has low digestion time. Burrow deals 100/125 damage. That way instead of simply killing people you trigger abilities. Count Chompula and Disco Chomper should become more playable. And if you don't want to eat, you just shoot them.
2)- Digestion has decreased time depending on victim's health percentage. Chomping requires alternative button. But then hit registration should be fixed for real.
As for destroying armor - there aren't many uses for this anyway, might as well stay.
Spikeweed from GW1 is a bit too annoying, could be kept as an upgrade. GW2 Spikeweed purely exists for instachomping and that is not good. Spikeweed from BfN lacks health and should not roll, just stick like Sap Trap. Also there is a weird idea of letting chompers use spikeweeds as one-time gateway.