Arena Shooter Character Controller WIP

Hello, all.
For a long time now, Unity users have made do with the default character controller that ships with Unity. While it’s OK, it’s also just about impenetrable and difficult to modify for more advanced use cases. It also makes your game feel “cookie cutter”, like every other FPS made with Unity.
Classic games like Quake and Unreal had fantastic and highly polished character physics, so I’m working on a character physics system to not only meet, but exceed, the features provided by the default character, inspired by the physics code used in the first person shooter Quake 3, by iD Tech.
This character controller system provides a highly responsive, natural-feeling character, with a “classic” shooter feel to it. It also allows for a wide variety of advanced motion techniques, such as strafe-jumping/bunny hop, rocket jumping, air control, and more.
It will also provide a better mouse look implementation, with mouse smoothing support for a more polished feel.

My question is, how much interest is there in such a system? The idea is to polish it up and release it on the asset store for purchase.
Thoughts?

There is ultimate FPS already that have great motion systems.

Yes, but it isn’t the same thing.
UFPS does not support strafe jumping or circle jumping, for instance. It doesn’t feel like the classic shooter greats like Unreal, Quake, Half Life, or CounterStrike.

This attempts to replicate the character code presented in those classic games.

any development on this?
trying to prototype something like an old school arena shooter heavily based on the first unreal, and a character controller like that would be amazing since i cant into codding something that complex.