Rogue Master (+init/ AP rollback)
Smoke (since air would need to be in melee range, I don't know if you could abuse this to try to tank or something but that might be cool if you can. Also the -range does not affect boomerang dagger so there are no downsides to using it)
Magnetic Claw (repositioning)
Bomber Fan (to throw down some bombs on turns where you may be running up to an enemy for the +3 AP in a few turns when they detonate. I feel like it would be a nice choice to do that when running up to a ranged enemy. You could run up, chuck bombs, then use smoke)
Stating a MP, max crit then agility. I feel like an extra AP for an air rogue would be a waste of points since you get so much back with rogue master. 9AP allows for some pretty neat combos and with bomber fan maxed if you have a free turn you can throw down 3 blinding bombs. And when the bombs detonate, boom, 12 AP for a turn(more with the rollback) without stating any. It would take some strategy and would not work well for some teams but I still think it might be interesting.
Anyway, any opinions/criticism will be appreciated.