Currently the biggest gripe I have about the game is the enchants, obtaining the buggers just isn't very fun. The only way save for a (very) small handful of bosses is to explore buildings for the charges. The whole "efficient" exploration thing will net you maybe 3 or 4 containers a building if you're lucky, and more often than not, I need to gather the full 100% to actually get an enchant. Even running through building stashes isn't the best way to gather the things, it all comes down to finding a maze room.
It didn't take long to catch on to the fact that nearly every dead end in a maze room would contain an enchant charge. At that point I just started avoiding regular buildings when I wanted enchants. I go to the desert, find a pyramid, and farm the Hell out of those extremely tedious maze rooms. It's unfortunately the quickest way to gather enchants.
Though the new shop has alleviated the problem quite a bit, I simply ignore charges now unless my friends want to go searching for them. At the shop, the enchants are cheap, and I can buy a particular slot that I want. It's far more convenient simply because I can get the shards anywhere I go. But that's completely cut out hunting for enchants as a game play aspect so it's really just putting a bandage over the problem and pretending it doesn't exist.
One thing that still perplexes me whenever I think about it......Why are enchants not available as secret mission rewards? It would be a great alternative to grinding charges. I already complete nearly every secret mission I come across, and the reward for secret missions is already very minor, why not offer a enchant to sweeten the pot? It would guarantee that every mission includes at least SOMETHING that everyone would be interested in, and it would provide an alternative to running maze rooms.
The final thing that bothers me about the enchants is that many of them are simply not useful. I'm not trying to imply that the stats just aren't up to par with what I'm using currently, I mean that many of the buffs provided are rendered obsolete by other game elements. For example, Jump Height increase won't ever be useful compared to double jump because not only does double jump well, double your jump height, something which jump height enchants don't and probably can't ever do, it gives you direct control over your ascent and descent (making fall velocity mostly pointless), and let's you avoid fall damage provided you planned for it (making fall immunity useful only in the situation you hadn't). Even the ability to make platforms directly hurts the value of most of the leg enchants, and storm dash almost completely diminishes the value of running speed.
Good point about secret mission rewards. Enchants would be nice.
So where does this leave me? As far as leg enchants go, if it has windstorm immunity, I'll take a look. Otherwise it either has double jump or I toss it immediately.
Few points about the enchants. The jump % boost is useful because you can use it in a lava suit which double/triple jump don't work. You are probably going to need this for the lava escape missions which it sounds like you might have not done yet.
Also, I noticed that you don't have triple jump yet. Once you get this you will probably think your double jumps are a waste. This points out that the some of the enchants are just used for progressing to the next better one...in your case jump % until you find a double jump.
Also, windstorm immunity is situational. Obivously, you wouldn't want to use outside of a windstorm, and in some cases I actually prefer using a triple jump enchant instead of windstorm immunity in a storm.
Falling immunity was useful for me when I was just starting journey to perfection missions. I used them a lot before I finally got a double and later triple jump.