My design theory here is based entirely on iconic glitches from gaming history, with a specific focus on interesting movement.
Passive: Its a feature - Bullet jumps go in the opposite direction you are aiming, and moving backwards on the ground is 10% faster as well
Ability 1: Wave Dash - Warframe launches in aimed direction(Either along the ground or through the air) in the slide animation leaving a trail of energy that damages Ability 2: Ascending Blast - Warframe creates an explosion centered on its feet, dealing damage to enemies surrounding it and launching it skywards
Ability 3: Blade Drift - Warframe forms a blade of energy on off hand, swinging it, while swinging the blade, warframe and all enemies in area of effect move forwards. Like Atlas' punch this move can be combo'd together allowing the frame to move enemies where it wants, and to "fly" somewhat. Ability 4: Get Down - Warframe poses twice in place before sending out a wave of energy that causes enemies to be lift up into the air, spinning in place flailing and ragdolling.
I think this is a reasonably fun and balanced kit, but I'd like to go into what the references in each ability are.
For the passive, both are clear speedrunning references, the backwards long jump from Super Mario 64, and Link's backwards strafing in Ocarina of Time.
Ability 1 comes of course from Super Smash Brothers, the wave dash! Turning an air dodge into a sliding dash.
Ability 2 comes from a lot of sources these days, but who can forget the classic rocket/bomb/explosion jump?
Ability 3 has a special place in Warframe because its a reference TO warframe. Who remembers the old days of coptering? I do. Its also designed to emulate Excalibur's flying glitch too, so sort of a mix of two of our own history's biggest glitches.
And lastly Ability 4, which is probably the most obscure of all the references. In Goldeneye 007 for the 64, you could tilt the cartridge just right to have Amusing Results.