I305 has true ejector airtime. It's not the best ejector, but the only other coaster at KD that ever had it was Hypersonic. No coaster at BGW has it except Griffin kinda, sorta. Apollo is full of beautiful floater air, love it, but ejector? Zero. It is a rare thing. It costs energy: ejector inherently cannot last as long as floater, given the same momentum and height to work with.
Preferences are one thing. However, to say that I305 does not excel in airtime is to ignore that it is actually in an elite class.
Now, there is one thing that does bug me a bit a about the B&M hypers I have ridden, although maybe the latest are starting to be different. Namely, the really great air is only in the very back row. Why don't they design them for perfect floater in row 6 instead of row 9? The decrease in air duration would be almost nothing. Rows 3 and 4 would be almost identical to row 6, row 5 would be close to what row 8 is now, and the ends of the train would get some slight ejector air.
As to a productive suggestion for a Concept, I think almost any park could use some kind of launch-boosted coaster. Instead of a combined block brake and trim brake that many coasters have, it would use 1 or more combined block brake and what might be called a trim launch, on the weak end of possibilities, or a boost launch if stronger. The idea is to use launches to allow different pacing than the typical coaster progression from large and fast to small and slow, yet without the pacing-killer of a second lift. There are a few coasters that are doing something like this, although most smaller multi launch coasters use launches for theming purposes that are inventive but break the pacing, e.g. Backlot, Verbolten. KD could use this for a smooth coaster with good floater air and non-intimidating height.
The one empty niche I see at KD is a kind of Goldilocks coaster -- not too small, or too rough (or wooden), not too large, not too forceful, not go upside down, etc. It's not what *I* want, it just seems what they lack.